/**
 * @file
 * @brief A hints mode as an introduction on how to play Dungeon Crawl.
**/

#include "AppHdr.h"

#include "hints.h"

#include <cstring>
#include <sstream>

#include "ability.h"
#include "artefact.h"
#include "cloud.h"
#include "colour.h"
#include "database.h"
#include "decks.h"
#include "describe.h"
#include "end.h"
#include "english.h"
#include "env.h"
#include "fprop.h"
#include "invent.h"
#include "itemprop.h"
#include "items.h"
#include "jobs.h"
#include "libutil.h"
#include "macro.h"
#include "message.h"
#include "misc.h"
#include "mutation.h"
#include "options.h"
#include "output.h"
#include "religion.h"
#include "shopping.h"
#include "showsymb.h"
#include "skills.h"
#include "spl-book.h"
#include "state.h"
#include "stringutil.h"
#include "terrain.h"
#include "travel.h"
#include "viewchar.h"
#include "viewgeom.h"
#include "viewmap.h"

static species_type _get_hints_species(unsigned int type);
static job_type     _get_hints_job(unsigned int type);
static bool         _hints_feat_interesting(dungeon_feature_type feat);
static void         _hints_describe_disturbance(int x, int y);
static void         _hints_describe_cloud(int x, int y);
static void         _hints_describe_feature(int x, int y);
static bool         _water_is_disturbed(int x, int y);
static void         _hints_healing_reminder();

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

hints_state Hints;

void save_hints(writer& outf)
{
    marshallInt(outf, HINT_EVENTS_NUM);
    marshallShort(outf, Hints.hints_type);
    for (int i = 0; i < HINT_EVENTS_NUM; ++i)
        marshallBoolean(outf, Hints.hints_events[i]);
}

void load_hints(reader& inf)
{
    int version = unmarshallInt(inf);
    // Discard everything if the number doesn't match.
    if (version != HINT_EVENTS_NUM)
        return;

    Hints.hints_type = unmarshallShort(inf);
    for (int i = 0; i < HINT_EVENTS_NUM; ++i)
        Hints.hints_events[i] = unmarshallBoolean(inf);
}

// Override init file definition for some options.
void init_hints_options()
{
    if (!crawl_state.game_is_hints())
        return;

    // Clear possible debug messages before messing
    // with messaging options.
    clear_messages(true);
//     Options.clear_messages = true;
    Options.show_more  = true;
    Options.small_more = false;

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

void init_hints()
{
    // Activate all triggers.
    // This is rather backwards: If (true) an event still needs to be
    // triggered, if (false) the relevant message was already printed.
    Hints.hints_events.init(true);

    // 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.
    Hints.hints_spell_counter   = 0;
    Hints.hints_throw_counter   = 0;
    Hints.hints_melee_counter   = 0;
    Hints.hints_berserk_counter = 0;

    // Store whether explore, stash search or travelling was used.
    // XXX: Also not stored across save games.
    Hints.hints_explored = true;
    Hints.hints_stashes  = true;
    Hints.hints_travel   = true;

    // For occasional healing reminders.
    Hints.hints_last_healed = 0;

    // Did the player recently see a monster turn invisible?
    Hints.hints_seen_invisible = 0;
}

static void _print_hints_menu(hints_types type)
{
    char letter = 'a' + type;
    char desc[100];

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

    cprintf("%c - %s %s %s\n",
            letter, species_name(_get_hints_species(type)).c_str(),
                    get_job_name(_get_hints_job(type)), desc);
}

// Hints mode selection screen and choice.
void pick_hints(newgame_def* choice)
{
again:
    clrscr();

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

    textcolour(LIGHTGREY);

    for (int i = 0; i < HINT_TYPES_NUM; i++)
        _print_hints_menu((hints_types)i);

    formatted_string::parse_string(
        "<brown>\nEsc - Quit"
        "\n* - Random hints mode character"
        "</brown>\n").display();

    while (true)
    {
        int keyn = getch_ck();
        if (keyn == CK_REDRAW)
            goto again;

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

        // Choose character for hints mode game and set starting values.
        if (keyn >= 'a' && keyn <= 'a' + HINT_TYPES_NUM - 1)
        {
            Hints.hints_type = keyn - 'a';
            choice->species  = _get_hints_species(Hints.hints_type);
            choice->job = _get_hints_job(Hints.hints_type);
            // easiest choice for fighters
            choice->weapon = choice->job == JOB_HUNTER ? WPN_SHORTBOW
                                                       : WPN_HAND_AXE;

            return;
        }

        switch (keyn)
        {
        CASE_ESCAPE
#ifdef USE_TILE_WEB
            tiles.send_exit_reason("cancel");
#endif
            game_ended();
        case 'X':
            cprintf("\nGoodbye!");
#ifdef USE_TILE_WEB
            tiles.send_exit_reason("cancel");
#endif
            end(0);
            return;
        }
    }
}

void hints_load_game()
{
    if (!crawl_state.game_is_hints())
        return;

    learned_something_new(HINT_LOAD_SAVED_GAME);

    // Reinitialise counters for explore, stash search and travelling.
    Hints.hints_explored = Hints.hints_events[HINT_AUTO_EXPLORE];
    Hints.hints_stashes  = true;
    Hints.hints_travel   = true;
}

static species_type _get_hints_species(unsigned int type)
{
    switch (type)
    {
    case HINT_BERSERK_CHAR:
        return SP_MINOTAUR;
    case HINT_MAGIC_CHAR:
        return SP_DEEP_ELF;
    case HINT_RANGER_CHAR:
        return SP_CENTAUR;
    default:
        // Use something fancy for debugging.
        return SP_TENGU;
    }
}

static job_type _get_hints_job(unsigned int type)
{
    switch (type)
    {
    case HINT_BERSERK_CHAR:
        return JOB_BERSERKER;
    case HINT_MAGIC_CHAR:
        return JOB_CONJURER;
    case HINT_RANGER_CHAR:
        return JOB_HUNTER;
    default:
        // Use something fancy for debugging.
        return JOB_NECROMANCER;
    }
}

static void _replace_static_tags(string &text)
{
    size_t p;
    while ((p = text.find("$cmd[")) != string::npos)
    {
        size_t q = text.find("]", p + 5);
        if (q == string::npos)
        {
            text += "<lightred>ERROR: unterminated $cmd</lightred>";
            break;
        }

        string command = text.substr(p + 5, q - p - 5);
        command_type cmd = name_to_command(command);

        command = command_to_string(cmd);
        if (command == "<")
            command += "<";

        text.replace(p, q - p + 1, command);
    }

    while ((p = text.find("$item[")) != string::npos)
    {
        size_t q = text.find("]", p + 6);
        if (q == string::npos)
        {
            text += "<lightred>ERROR: unterminated $item</lightred>";
            break;
        }

        string item = text.substr(p + 6, q - p - 6);
        int type;
        for (type = OBJ_WEAPONS; type < NUM_OBJECT_CLASSES; ++type)
            if (item == item_class_name(type, true))
                break;

        item_def dummy;
        dummy.base_type = static_cast<object_class_type>(type);
        dummy.sub_type = 0;
        if (item == "amulet") // yay shared item classes
            dummy.base_type = OBJ_JEWELLERY, dummy.sub_type = AMU_RAGE;
        item = stringize_glyph(get_item_symbol(show_type(dummy).item));

        if (item == "<")
            item += "<";

        text.replace(p, q - p + 1, item);
    }

    // Brand user-input -related (tutorial) items with <w>[(text here)]</w>.
    while ((p = text.find("<input>")) != string::npos)
    {
        size_t q = text.find("</input>", p + 7);
        if (q == string::npos)
        {
            text += "<lightred>ERROR: unterminated <input></lightred>";
            break;
        }

        string input = text.substr(p + 7, q - p - 7);
        input = "<w>[" + input;
        input += "]</w>";
        text.replace(p, q - p + 8, input);
    }
}

// Prints the hints mode welcome screen.
void hints_starting_screen()
{
    cgotoxy(1, 1);
    clrscr();

    int width = _get_hints_cols();
#ifdef USE_TILE_LOCAL
    // 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

    string text = getHintString("welcome");
    _replace_static_tags(text);

    linebreak_string(text, width);
    display_tagged_block(text);

    {
        mouse_control mc(MOUSE_MODE_MORE);
        getchm();
    }
    redraw_screen();
}

// Called each turn from _input. Better name welcome.
void hints_new_turn()
{
    if (crawl_state.game_is_hints())
    {
        Hints.hints_just_triggered = false;

        if (you.attribute[ATTR_HELD])
            learned_something_new(HINT_CAUGHT_IN_NET);
        else if (i_feel_safe() && !player_in_branch(BRANCH_ABYSS))
        {
            // We don't want those "Whew, it's safe to rest now" messages
            // if you were just cast into the Abyss. Right?

            if (2 * you.hp < you.hp_max
                || 2 * you.magic_points < you.max_magic_points)
            {
                _hints_healing_reminder();
            }
            else if (!you.running
                     && Hints.hints_events[HINT_SHIFT_RUN]
                     && you.num_turns >= 200
                     && you.hp == you.hp_max
                     && you.magic_points == you.max_magic_points)
            {
                learned_something_new(HINT_SHIFT_RUN);
            }
            else if (!you.running
                     && Hints.hints_events[HINT_MAP_VIEW]
                     && you.num_turns >= 500
                     && you.hp == you.hp_max
                     && you.magic_points == you.max_magic_points)
            {
                learned_something_new(HINT_MAP_VIEW);
            }
            else if (!you.running
                     && Hints.hints_events[HINT_AUTO_EXPLORE]
                     && you.num_turns >= 700
                     && you.hp == you.hp_max
                     && you.magic_points == you.max_magic_points)
            {
                learned_something_new(HINT_AUTO_EXPLORE);
            }
        }
        else
        {
            if (poison_is_lethal())
            {
                if (Hints.hints_events[HINT_NEED_POISON_HEALING])
                    learned_something_new(HINT_NEED_POISON_HEALING);
            }
            else if (2*you.hp < you.hp_max)
                learned_something_new(HINT_RUN_AWAY);

            if (Hints.hints_type == HINT_MAGIC_CHAR && you.magic_points < 1)
                learned_something_new(HINT_RETREAT_CASTER);
        }
    }
}

/**
 * Look up and display a hint message from the database. Is usable from dlua,
 * so wizard mode in-game Lua interpreter can be used to test the messages.
 * @param arg1 A string that can be inserted into the hint message.
 * @param arg2 Another string that can be inserted into the hint message.
 */
void print_hint(string key, const string arg1, const string arg2)
{
    string text = getHintString(key);
    if (text.empty())
        return mprf(MSGCH_ERROR, "Error, no hint for '%s'.", key.c_str());

    _replace_static_tags(text);
    text = untag_tiles_console(text);
    text = replace_all(text, "$1", arg1);
    text = replace_all(text, "$2", arg2);

    // "\n" to preserve indented parts, the rest is unwrapped, or split into
    // paragraphs by "\n\n", split_string() will ignore the empty line.
    for (const string &chunk : split_string("\n", text))
        mprf(MSGCH_TUTORIAL, "%s", chunk.c_str());

    stop_running();
}

// Once a hints mode character dies, offer some last playing hints.
void hints_death_screen()
{
    string text;

    print_hint("death");
    more();

    if (Hints.hints_type == HINT_MAGIC_CHAR
        && Hints.hints_spell_counter < Hints.hints_melee_counter)
    {
        print_hint("death conjurer melee");
    }
    else if (you_worship(GOD_TROG) && Hints.hints_berserk_counter <= 3
             && !you.berserk() && !you.duration[DUR_EXHAUSTED])
    {
        print_hint("death berserker unberserked");
    }
    else if (Hints.hints_type == HINT_RANGER_CHAR
             && 2*Hints.hints_throw_counter < Hints.hints_melee_counter)
    {
        print_hint("death ranger melee");
    }
    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 && Hints.hints_throw_counter + Hints.hints_spell_counter
                          >= Hints.hints_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)
        {
            vector<monster* > visible =
                get_nearby_monsters(false, true, true, false);

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

        print_hint(make_stringf("death random %d", hint));
    }
    mprf(MSGCH_TUTORIAL, "%s", untag_tiles_console(text).c_str());
    more();

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

    Hints.hints_events.init(false);
}

// If a character survives until XL 7, the hints mode is declared finished
// and they get a more advanced playing hint, depending on what they might
// know by now.
void hints_finished()
{
    string text;

    crawl_state.type = GAME_TYPE_NORMAL;

    print_hint("finished");
    more();

    if (Hints.hints_explored)
        print_hint("finished explored");
    else if (Hints.hints_travel)
        print_hint("finished travel");
    else if (Hints.hints_stashes)
        print_hint("finished stashes");
    else
        print_hint(make_stringf("finished random %d", random2(4)));
    more();

    Hints.hints_events.init(false);

    // Remove the hints mode file.
    you.save->delete_chunk("tut");
}

// Occasionally remind religious characters of sacrifices.
void hints_dissection_reminder(bool healthy)
{
    if (!crawl_state.game_is_hints())
        return;

    if (Hints.hints_just_triggered)
        return;

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

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

    if (Hints.hints_events[HINT_OFFER_CORPSE])
        learned_something_new(HINT_OFFER_CORPSE);
    else if (one_chance_in(8))
    {
        Hints.hints_just_triggered = true;

        print_hint("dissection reminder");
    }
}

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

        if (!obj.defined())
            continue;

        if (obj.base_type != OBJ_POTIONS)
            continue;

        if (!item_type_known(obj))
            continue;

        if (obj.sub_type == POT_CURING
            || obj.sub_type == POT_HEAL_WOUNDS)
        {
            return true;
        }
    }

    return false;
}

void hints_healing_check()
{
    if (2*you.hp <= you.hp_max
        && _advise_use_healing_potion())
    {
        learned_something_new(HINT_HEALING_POTIONS);
    }
}

// Occasionally remind injured characters of resting.
static void _hints_healing_reminder()
{
    if (!crawl_state.game_is_hints())
        return;

    if (Hints.hints_seen_invisible > 0
        && you.num_turns - Hints.hints_seen_invisible <= 20)
    {
        // If we recently encountered an invisible monster, we need a
        // special message.
        learned_something_new(HINT_NEED_HEALING_INVIS);
        // If that one was already displayed, don't print a reminder.
    }
    else
    {
        if (Hints.hints_events[HINT_NEED_HEALING])
            learned_something_new(HINT_NEED_HEALING);
        else if (you.num_turns - Hints.hints_last_healed >= 50
                 && !you.duration[DUR_POISONING])
        {
            if (Hints.hints_just_triggered)
                return;

            Hints.hints_just_triggered = true;

            string text;
            text =  "Remember to rest between fights and to enter unexplored "
                    "terrain with full health 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>"
                    "<tiles>, or <w>click on the stat area</w> with your mouse</tiles>"
                    ".";

            if (you.hp < you.hp_max && you_worship(GOD_TROG)
                && you.can_go_berserk())
            {
                text += "\nAlso, berserking might help you not to lose so much "
                        "health in the first place. To use your abilities type "
                        "<w>a</w>.";
            }
            mprf(MSGCH_TUTORIAL, "%s", text.c_str());

            if (is_resting())
                stop_running();
        }
        Hints.hints_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(object_class_type item_type)
{
    switch (item_type)
    {
    case OBJ_WANDS:
        learned_something_new(HINT_SEEN_WAND);
        break;
    case OBJ_SCROLLS:
        learned_something_new(HINT_SEEN_SCROLL);
        break;
    case OBJ_JEWELLERY:
        learned_something_new(HINT_SEEN_JEWELLERY);
        break;
    case OBJ_POTIONS:
        learned_something_new(HINT_SEEN_POTION);
        break;
    case OBJ_BOOKS:
        learned_something_new(HINT_SEEN_SPBOOK);
        break;
    case OBJ_FOOD:
        learned_something_new(HINT_SEEN_FOOD);
        break;
    case OBJ_CORPSES:
        learned_something_new(HINT_SEEN_CARRION);
        break;
    case OBJ_WEAPONS:
        learned_something_new(HINT_SEEN_WEAPON);
        break;
    case OBJ_ARMOUR:
        learned_something_new(HINT_SEEN_ARMOUR);
        break;
    case OBJ_MISSILES:
        learned_something_new(HINT_SEEN_MISSILES);
        break;
    case OBJ_MISCELLANY:
        learned_something_new(HINT_SEEN_MISC);
        break;
    case OBJ_STAVES:
        learned_something_new(HINT_SEEN_STAFF);
        break;
    case OBJ_RODS:
        learned_something_new(HINT_SEEN_ROD);
        break;
    case OBJ_GOLD:
        learned_something_new(HINT_SEEN_GOLD);
        break;
    default: // nothing to be done
        return;
    }
}

// Give a special message if you gain a skill you didn't have before.
void hints_gained_new_skill(skill_type skill)
{
    if (!crawl_state.game_is_hints())
        return;

    learned_something_new(HINT_SKILL_RAISE);

    switch (skill)
    {
    // Special cases first.
    case SK_FIGHTING:
    case SK_ARMOUR:
    case SK_STEALTH:
    case SK_UNARMED_COMBAT:
    case SK_INVOCATIONS:
    case SK_EVOCATIONS:
    case SK_DODGING:
    case SK_SHIELDS:
    case SK_THROWING:
    case SK_SPELLCASTING:
    {
        mprf(MSGCH_TUTORIAL, "%s", get_skill_description(skill).c_str());
        stop_running();
        break;
    }
    // Only one message for all magic skills (except Spellcasting).
    case SK_CONJURATIONS:
    case SK_CHARMS:
    case SK_HEXES:
    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(HINT_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(HINT_GAINED_MELEE_SKILL);
        break;

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

    default:
        break;
    }
}

#ifndef USE_TILE
// As safely as possible, colourize the passed glyph.
// Stringizes it and handles quoting "<".
static string _colourize_glyph(int col, unsigned ch)
{
    cglyph_t g;
    g.col = col;
    g.ch = ch;
    return glyph_to_tagstr(g);
}
#endif

static bool _mons_is_highlighted(const monster* 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.defined())
            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 (is_known_empty_wand(obj))
            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 hints_monster_seen(const monster& mon)
{
    if (mons_class_flag(mon.type, M_NO_EXP_GAIN))
    {
        if (Hints.hints_events[HINT_SEEN_ZERO_EXP_MON])
        {
            if (Hints.hints_just_triggered)
                return;

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

        // Don't do HINT_SEEN_MONSTER for zero exp monsters.
        if (Hints.hints_events[HINT_SEEN_MONSTER])
            return;
    }

    if (!Hints.hints_events[HINT_SEEN_MONSTER])
    {
        if (Hints.hints_just_triggered)
            return;

        if (_mons_is_highlighted(&mon))
            learned_something_new(HINT_MONSTER_BRAND, mon.pos());
        if (mon.friendly())
            learned_something_new(HINT_MONSTER_FRIENDLY, mon.pos());

        if (you_worship(GOD_TROG) && you.can_go_berserk()
            && one_chance_in(4))
        {
            learned_something_new(HINT_CAN_BERSERK);
        }
        return;
    }

    stop_running();

    Hints.hints_events[HINT_SEEN_MONSTER] = false;
    Hints.hints_just_triggered = true;

    monster_info mi(&mon);
#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, mi);
#endif

    string text = "That ";

    if (is_tiles())
    {
        text +=
            string("monster is a ") +
            mon.name(DESC_PLAIN).c_str() +
            ". 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 +=
            glyph_to_tagstr(get_mons_glyph(mi)) +
            " 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.\n";
        }
        text += "You can gain information about it by pressing <w>x</w> and "
                "moving the cursor over the monster, and read the monster "
                "description by then pressing <w>v</w>. ";
    }

    text += "\nTo attack this monster with your wielded weapon, just move "
            "into it. ";
    if (is_tiles())
    {
        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.";
    }

    mprf(MSGCH_TUTORIAL, "%s", text.c_str());

    if (Hints.hints_type == HINT_RANGER_CHAR)
    {
        text =  "However, as a hunter you will want to deal with it using your "
                "bow. If you have a look at your shortbow 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_SHORTBOW)
        {
            text += "First <w>w</w>ield it, then follow the instructions."
                "<tiles>\nAs a short-cut you can also <w>right-click</w> on your "
                "shortbow to read its description, and <w>left-click</w> to wield "
                "it.</tiles>";
        }
        else
        {
            text += "<tiles>Clicking with your <w>right mouse button</w> on your "
                    "shortbow will also let you read its description.</tiles>";
        }

        mprf(MSGCH_TUTORIAL, "%s", untag_tiles_console(text).c_str());

    }
    else if (Hints.hints_type == HINT_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."
                "<tiles>\nAs a short-cut you can also <w>right-click</w> on your "
                "book in your inventory to read its description.</tiles>";
        mprf(MSGCH_TUTORIAL, "%s", untag_tiles_console(text).c_str());

    }
}

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

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

    stop_running();

    Hints.hints_events[HINT_SEEN_FIRST_OBJECT] = false;
    Hints.hints_just_triggered = true;

#ifdef USE_TILE
    const coord_def gc = item.pos;
    tiles.place_cursor(CURSOR_TUTORIAL, gc);
    tiles.add_text_tag(TAG_TUTORIAL, item.name(DESC_A), gc);
#endif

    print_hint("HINT_SEEN_FIRST_OBJECT",
               glyph_to_tagstr(get_item_glyph(&item)));
}

static string _describe_portal(const coord_def &gc)
{
    const dungeon_feature_type feat = grd(gc);
    string text;

    // For the sake of completeness, though it's very unlikely that a
    // player will find a bazaar entrance before reaching XL 7.
    if (feat == DNGN_ENTER_BAZAAR)
    {
        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 ";
    }
    // Sewers can appear on D:3-6, ossuaries D:4-8.
    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 "
            "<tiles>a similar looking portal tile </tiles>"
            "<console>another <w>"
          + stringize_glyph(get_feat_symbol(DNGN_EXIT_SEWER))
          + "</w> (though NOT the ancient stone arch you'll start "
            "out on) </console>"
            "and press <w><<</w>."
            "<tiles>\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.</tiles>";

    return text;
}

#define DELAY_EVENT \
{ \
    Hints.hints_events[seen_what] = true; \
    return; \
}

// Really rare or important events should get a comment even if
// learned_something_new() was already triggered this turn.
// NOTE: If put off, the SEEN_<feature> variant will be triggered the
//       next turn, so they may be rare but aren't urgent.
static bool _rare_hints_event(hints_event_type event)
{
    switch (event)
    {
    case HINT_SEEN_RUNED_DOOR: // The runed door could be opened in one turn.
    case HINT_KILLED_MONSTER:
    case HINT_NEW_LEVEL:
    case HINT_YOU_ENCHANTED:
    case HINT_YOU_POISON:
    case HINT_YOU_ROTTING:
    case HINT_YOU_CURSED:
    case HINT_YOU_HUNGRY:
    case HINT_YOU_STARVING:
    case HINT_GLOWING:
    case HINT_CAUGHT_IN_NET:
    case HINT_YOU_SILENCE:
    case HINT_NEED_POISON_HEALING:
    case HINT_INVISIBLE_DANGER:
    case HINT_NEED_HEALING_INVIS:
    case HINT_ABYSS:
    case HINT_RUN_AWAY:
    case HINT_RETREAT_CASTER:
    case HINT_YOU_MUTATED:
    case HINT_NEW_ABILITY_GOD:
    case HINT_NEW_ABILITY_MUT:
    case HINT_NEW_ABILITY_ITEM:
    case HINT_CONVERT:
    case HINT_GOD_DISPLEASED:
    case HINT_EXCOMMUNICATE:
    case HINT_GAINED_MAGICAL_SKILL:
    case HINT_GAINED_MELEE_SKILL:
    case HINT_GAINED_RANGED_SKILL:
    case HINT_CHOOSE_STAT:
    case HINT_AUTO_EXCLUSION:
        return true;
    default:
        return false;
    }
}

// Allow for a few specific hint mode messages.
static bool _tutorial_interesting(hints_event_type event)
{
    switch (event)
    {
    case HINT_AUTOPICKUP_THROWN:
    case HINT_TARGET_NO_FOE:
    case HINT_YOU_POISON:
    case HINT_NEW_ABILITY_ITEM:
    case HINT_ITEM_RESISTANCES:
    case HINT_FLYING:
    case HINT_INACCURACY:
    case HINT_HEALING_POTIONS:
    case HINT_GAINED_SPELLCASTING:
    case HINT_FUMBLING_SHALLOW_WATER:
#if TAG_MAJOR_VERSION == 34
    case HINT_MEMORISE_FAILURE:
#endif
    case HINT_SPELL_MISCAST:
    case HINT_CLOUD_WARNING:
    case HINT_ANIMATE_CORPSE_SKELETON:
    case HINT_SKILL_RAISE:
        return true;
    default:
        return false;
    }
}

// A few special tutorial explanations require triggers.
// Initialize the corresponding events, so they can get displayed.
void tutorial_init_hints()
{
    Hints.hints_events.init(false);
    for (int i = 0; i < HINT_EVENTS_NUM; ++i)
        if (_tutorial_interesting((hints_event_type) i))
            Hints.hints_events[i] = true;
}

// Here most of the hints mode messages for various triggers are handled.
void learned_something_new(hints_event_type seen_what, coord_def gc)
{
    if (!crawl_state.game_is_hints_tutorial())
        return;

    // Already learned about that.
    if (!Hints.hints_events[seen_what])
        return;

    // Don't trigger twice in the same turn.
    // Not required in the tutorial.
    if (crawl_state.game_is_hints() && Hints.hints_just_triggered
        && !_rare_hints_event(seen_what))
    {
        return;
    }

    ostringstream text;
    vector<command_type> cmd;

    Hints.hints_just_triggered    = true;
    Hints.hints_events[seen_what] = false;

    switch (seen_what)
    {
    case HINT_SEEN_POTION:
        text << "You have picked up your first potion"
                "<console> ('<w>"
             << stringize_glyph(get_item_symbol(SHOW_ITEM_POTION))
             << "</w>'). Use </console>"
                "<tiles>. Simply click on it with your <w>left mouse button</w>, or "
                "press </tiles>"
                "<w>%</w> to quaff it.\n"
                "Note that potion effects might be good or bad. For the bad "
                "ones, you might want to wait until you're a bit tougher, but "
                "at the same time it would be nice to know the good ones when "
                "you need them. Ah, decisions, decisions...";
        cmd.push_back(CMD_QUAFF);
        break;

    case HINT_SEEN_SCROLL:
        text << "You have picked up your first scroll"
                "<console> ('<w>"
             << stringize_glyph(get_item_symbol(SHOW_ITEM_SCROLL))
             << "</w>'). Type </console>"
                "<tiles>. Simply click on it with your <w>left mouse button</w>, or "
                "type </tiles>"
                "<w>%</w> to read it.";
        cmd.push_back(CMD_READ);
        break;

    case HINT_SEEN_WAND:
        text << "You have picked up your first wand"
                "<console> ('<w>"
             << stringize_glyph(get_item_symbol(SHOW_ITEM_WAND))
             << "</w>'). Type </console>"
                "<tiles>. Simply click on it with your <w>left mouse button</w>, or "
                "type </tiles>"
                "<w>%</w> to evoke it.";
        cmd.push_back(CMD_EVOKE);
        break;

    case HINT_SEEN_SPBOOK:
        text << "You have picked up a book"
                "<console> ('<w>"
             << stringize_glyph(get_item_symbol(SHOW_ITEM_BOOK))
             << "'</w>) "
             << "that you can read by typing <w>%</w>. "
                "If it's a spellbook you'll then be able to memorise spells "
                "via <w>%</w> and cast a memorised spell with <w>%</w>.</console>"
                "<tiles>. You can read it doing a <w>right click</w> with your "
                "mouse, and memorise spells with a <w>left click</w>. </tiles>";
        cmd.push_back(CMD_READ);
        cmd.push_back(CMD_MEMORISE_SPELL);
        cmd.push_back(CMD_CAST_SPELL);

        if (you_worship(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>%</w>bility.";
            cmd.push_back(CMD_USE_ABILITY);
        }
        text << "\nIn hint mode you can reread this information at "
                "any time by "
                "<console>having a look in your <w>%</w>nventory at the item in "
                "question.</console>"
                "<tiles>clicking on it with your <w>right mouse button</w>.</tiles>";
        cmd.push_back(CMD_DISPLAY_INVENTORY);
        break;

    case HINT_SEEN_WEAPON:
        text << "This is the first weapon "
                "<console>('<w>"
             << stringize_glyph(get_item_symbol(SHOW_ITEM_WEAPON))
             << "</w>') </console>"
                "you've picked up. Use <w>%</w> "
                "<tiles>or click on it with your <w>left mouse button</w> </tiles>"
                "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>%</w>nventory"
                "<tiles> or by <w>right-clicking</w> on it</tiles>"
                ".";

        cmd.push_back(CMD_WIELD_WEAPON);
        cmd.push_back(CMD_DISPLAY_INVENTORY);

        if (Hints.hints_type == HINT_BERSERK_CHAR)
        {
            text << "\nAs you're already trained in Axes you should stick "
                    "with these. Checking other axes' enchantments and "
                    "attributes can be worthwhile.";
        }
        break;

    case HINT_SEEN_MISSILES:
        text << "This is the first stack of missiles "
                "<console>('<w>"
             << stringize_glyph(get_item_symbol(SHOW_ITEM_MISSILE))
             << "</w>') </console>"
                "you've picked up. Missiles like tomahwaks 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_LOCAL
                "<w>Right-clicking</w> on "
#else
                "Selecting "
#endif
                "the item in your <w>%</w>nventory will give more "
                "information about both missiles and launcher.";

        cmd.push_back(CMD_DISPLAY_INVENTORY);

        if (Hints.hints_type == HINT_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 (Hints.hints_type == HINT_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 "
                    "stones for ranged attacks.";
        }
        break;

    case HINT_SEEN_ARMOUR:
        text << "This is the first piece of armour "
                "<console>('<w>"
             << stringize_glyph(get_item_symbol(SHOW_ITEM_ARMOUR))
             << "</w>') </console>"
                "you've picked up. "
                "<tiles>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.</tiles>"
                "Use <w>%</w> to wear it and <w>%</w> to take it off again. "
                "You can view its properties from your <w>%</w>nventory.";
        cmd.push_back(CMD_WEAR_ARMOUR);
        cmd.push_back(CMD_REMOVE_ARMOUR);
        cmd.push_back(CMD_DISPLAY_INVENTORY);

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

    case HINT_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.";
        break;

    case HINT_SEEN_FOOD:
        text << "You have picked up some food"
                "<console> ('<w>"
             << stringize_glyph(get_item_symbol(SHOW_ITEM_FOOD))
             << "</w>')</console>"
                ". You can eat it by typing <w>e</w>"
                "<tiles> or by clicking on it with your <w>left mouse button</w></tiles>"
                ". However, it is usually best to conserve rations and fruit, "
                "since raw meat from corpses is generally plentiful.";
        break;

    case HINT_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.
        // TODO: Specialcase skeletons!

        if (gc.x <= 0 || gc.y <= 0)
            text << "Ah, a corpse!";
        else
        {
            int i = you.visible_igrd(gc);
            if (i == NON_ITEM)
                text << "Ah, a corpse!";
            else
            {
                text << "That <console>";
                string glyph = glyph_to_tagstr(get_item_glyph(&mitm[i]));
                const string::size_type found = glyph.find("%");
                if (found != string::npos)
                    glyph.replace(found, 1, "percent");
                text << glyph;
                text << "</console> is a corpse.";
#ifdef USE_TILE
                tiles.place_cursor(CURSOR_TUTORIAL, gc);
                tiles.add_text_tag(TAG_TUTORIAL, mitm[i].name(DESC_A), gc);
#endif
            }
        }

        text << " When a corpse is lying on the ground, you "
                "can <w>%</w>hop it up. Once hungry you can "
                "then <w>%</w>at the resulting chunks.";
        cmd.push_back(CMD_BUTCHER);
        cmd.push_back(CMD_EAT);

        text << "<tiles> 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>.</tiles>";

        if (god_likes_fresh_corpses(you.religion))
        {
            text << "\nYou can also offer corpses to "
                 << god_name(you.religion)
                 << " by <w>%</w>raying over them.";
            cmd.push_back(CMD_PRAY);
        }
        text << "\nIn hint mode you can reread this information at "
                "any time by selecting the item in question in your "
                "<w>%</w>nventory.";
        cmd.push_back(CMD_DISPLAY_INVENTORY);
        break;

    case HINT_SEEN_JEWELLERY:
        text << "You have picked up a a piece of jewellery, either a ring"
             << "<console> ('<w>"
             << stringize_glyph(get_item_symbol(SHOW_ITEM_RING))
             << "</w>')</console>"
             << " or an amulet"
             << "<console> ('<w>"
             << stringize_glyph(get_item_symbol(SHOW_ITEM_AMULET))
             << "</w>')"
             << ". Type <w>%</w> to put it on and <w>%</w> to remove "
                "it. You can view its properties from your <w>%</w>nventory</console>"
             << "<tiles>. You can click on it to put it on, and click a second time "
                "remove it again. By clicking on it with your <w>right mouse "
                "button</w> you can view its properties</tiles>.";
        cmd.push_back(CMD_WEAR_JEWELLERY);
        cmd.push_back(CMD_REMOVE_JEWELLERY);
        cmd.push_back(CMD_DISPLAY_INVENTORY);
        break;

    case HINT_SEEN_MISC:
        text << "This is a curious object indeed. You can play around with "
                "it to find out what it does by "
                "<tiles>clicking on it to e<w>%</w>oke </tiles>"
                "<console>e<w>%</w>oking </console>"
                "it. As usual, selecting it from your <w>%</w>nventory "
                "might give you more information.";
        cmd.push_back(CMD_EVOKE);
        cmd.push_back(CMD_WIELD_WEAPON);
        cmd.push_back(CMD_EVOKE_WIELDED);
        cmd.push_back(CMD_DISPLAY_INVENTORY);
        break;

    case HINT_SEEN_ROD:
        text << "You have picked up a magical rod"
                "<console> ('<w>";
        text << stringize_glyph(get_item_symbol(SHOW_ITEM_ROD))
             << "</w>')</console>"
                ". It must be <w>%</w>ielded to be of use. "
                "A rod allows the casting of the unique spell it contains "
                "even without magic knowledge simply by "
                "e<w>%</w>oking it. It has a limited pool of magic which"
                "recharges over time, and its power depends on "
                "your Evocations skill. It can also be used as a cudgel, "
                "with its combat value increasing with its recharge rate.";
        cmd.push_back(CMD_WIELD_WEAPON);
        cmd.push_back(CMD_EVOKE_WIELDED);

        text << "<tiles> Both wielding and evoking a wielded item can be achieved "
                "by clicking on it with your <w>left mouse button</w>.</tiles>"
                "\nIn hint mode you can reread this information at "
                "any time by selecting the item in question in your "
                "<w>%</w>nventory.";
        cmd.push_back(CMD_DISPLAY_INVENTORY);
        break;

    case HINT_SEEN_STAFF:
        text << "You have picked up a magic staff"
                "<console> ('<w>";

        text << stringize_glyph(get_item_symbol(SHOW_ITEM_STAFF))
             << "</w>')</console>"
                ". It must be <w>%</w>ielded to be of use. "
                "Magicians use staves to increase their power in certain "
                "spell schools. It can also be used as a weapon."
                "<tiles> Both wielding and evoking a wielded item can be achieved "
                "by clicking on it with your <w>left mouse button</w>.</tiles>"
                "\nIn hint mode you can reread this information at "
                "any time by selecting the item in question in your "
                "<w>%</w>nventory.";
        cmd.push_back(CMD_WIELD_WEAPON);
        cmd.push_back(CMD_DISPLAY_INVENTORY);
        break;

    case HINT_SEEN_GOLD:
        text << "You have picked up your first pile of gold"
                "<console> ('<yellow>"
             << stringize_glyph(get_item_symbol(SHOW_ITEM_GOLD))
             << "</yellow>')</console>"
                ". Unlike most 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. ";

        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.";
        cmd.push_back(CMD_LIST_GOLD);
        cmd.push_back(CMD_RESISTS_SCREEN);
        break;

    case HINT_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 << glyph_to_tagstr(get_cell_glyph(gc)) << " ";
#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.";
        cmd.push_back(CMD_GO_DOWNSTAIRS);
        cmd.push_back(CMD_GO_UPSTAIRS);

#ifdef USE_TILE
        text << "\nAlternatively, clicking on your <w>left mouse button</w> "
                "will let you follow any stairs you're standing on.";
#endif
        break;

    case HINT_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 << glyph_to_tagstr(get_cell_glyph(gc));
        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 "
                "leave a level with <w>%</w> and <w>%</w> respectively"
#ifdef USE_TILE
                " (or by using your <w>left mouse button</w>)"
#endif
                ", but you will usually be unable to return right away.";
        cmd.push_back(CMD_GO_UPSTAIRS);
        cmd.push_back(CMD_GO_DOWNSTAIRS);
        break;

    case HINT_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 coloured yellow.
        text << glyph_to_tagstr(get_cell_glyph(gc)) << " ";
#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. Some "
                "branches contain only a single level, and others are many "
                "levels deep. They can also contain entrances to other "
                "branches."

                "\n\nThe first three branches you'll encounter are the "
                "Temple, the Lair and the Orcish Mines. While the Lair"
                "and the Mines 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 HINT_SEEN_PORTAL:
        // Delay in the unlikely event that a player still in hints 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 << glyph_to_tagstr(get_cell_glyph(gc)) << " ";
#else
        tiles.place_cursor(CURSOR_TUTORIAL, gc);
        tiles.add_text_tag(TAG_TUTORIAL, "Portal", gc);
#endif
        text << _describe_portal(gc);
        break;

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

#ifdef USE_TILE
        text << "A small symbol 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 HINT_HEAP_BRAND:
        // Monster or player standing on heap.
        if (actor_at(gc))
            DELAY_EVENT;

#ifdef USE_TILE
        text << "A small symbol 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 HINT_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 HINT_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
        {
            cglyph_t g = get_cell_glyph(gc);

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

            text << " depicted by " << _colourize_glyph(g.col, '^');
        }
#endif
        text << ". They can have a range of effects, such as alerting "
                "enemies to your presence, causing random teleportation, "
                "or worse.";
        break;

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

        text << glyph_to_tagstr(get_cell_glyph(gc)) << " ";
#else
        {
            tiles.place_cursor(CURSOR_TUTORIAL, gc);
            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. "
#ifdef USE_TILE
                "By <w>rightclicking</w> on it with your mouse "
#else
                "If you target the altar with <w>x</w>, then press <w>v</w> "
#endif
                "you can get a short description.\n"
                "Press <w>%</w> while standing on the square to join the faith "
                "or read some information about the god in question. Before "
                "taking up the corresponding faith you'll be asked for "
                "confirmation.";
        cmd.push_back(CMD_PRAY);

        if (you_worship(GOD_NO_GOD)
            && Hints.hints_type == HINT_MAGIC_CHAR)
        {
            text << "\n\nThe best god for an unexperienced conjurer is "
                    "probably Vehumet, though Sif Muna is a good second "
                    "choice.";
        }
        break;

    case HINT_SEEN_SHOP:
#ifdef USE_TILE
        tiles.place_cursor(CURSOR_TUTORIAL, gc);
        tiles.add_text_tag(TAG_TUTORIAL, shop_name(gc), gc);
#else
        // Is a monster blocking the view?
        if (monster_at(gc))
            DELAY_EVENT;
#endif
        text << "That "
#ifndef USE_TILE
             << glyph_to_tagstr(get_cell_glyph(gc)) << " "
#endif
                "is a shop. You can enter it by typing <w>%</w> or <w>%</w>"
#ifdef USE_TILE
                ", or by clicking on it with your <w>left mouse button</w> "
#endif
                "while standing on the square.";
        cmd.push_back(CMD_GO_UPSTAIRS);
        cmd.push_back(CMD_GO_DOWNSTAIRS);

        text << "\n\nIf there's anything you want which you can't afford yet "
                "you can hold <w>Shift</w> and select those items 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 HINT_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
             << glyph_to_tagstr(get_cell_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>%</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>.";
        cmd.push_back(CMD_CLOSE_DOOR);

#ifdef USE_TILE
        text << "\nIn Tiles, the same can be achieved by clicking on an "
                "adjacent door square.";
#endif
        if (!Hints.hints_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>%</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>%e</w>.";
            cmd.push_back(CMD_DISPLAY_MAP);
            cmd.push_back(CMD_DISPLAY_MAP);
        }
        break;

    case HINT_SEEN_RUNED_DOOR:
#ifdef USE_TILE
        tiles.place_cursor(CURSOR_TUTORIAL, gc);
        tiles.add_text_tag(TAG_TUTORIAL, "Runed door", gc);
#endif
        text << "That ";
#ifndef USE_TILE
        text << glyph_to_tagstr(get_cell_glyph(gc)) << " ";
#endif
        text << "is a runed door. The runic writings covering it are a "
                "warning of nearby danger. Other denizens of the dungeon will "
                "typically leave it alone, but other than that it functions "
                "no differently from a normal door. You may elect to disregard "
                "the warning and open it anyway. Doing so will break the runes.";
        break;

    case HINT_KILLED_MONSTER:
        text << "Congratulations, your character just gained some experience "
                "by killing this monster! This will raise some of your skills, "
                "making you more deadly.";
        // A more detailed description of skills is given when you go past an
        // integer point.

        if (you_worship(GOD_TROG))
        {
            text << " Also, most kills will grant you favour in the eyes of "
                    "Trog.";
        }
        break;

    case HINT_NEW_LEVEL:
        if (you.skills[SK_SPELLCASTING])
        {
            if (!crawl_state.game_is_hints())
            {
                text << "Gaining an experience level allows you to learn more "
                        "difficult spells. However, you don't have any level "
                        "two spells in your current spellbook, so you'll just "
                        "have to keep exploring!";
                break;
            }
            text << "Gaining an experience level allows you to learn more "
                    "difficult spells. Time to memorise your second spell "
                    "with <w>%</w>"
#ifdef USE_TILE
                 << " or by <w>clicking</w> on it in the memorisation tab"
#endif
                 << ".";
            cmd.push_back(CMD_MEMORISE_SPELL);
        }
        else
        {
            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, "
                    "intelligence, dexterity).";
        }

        if (Hints.hints_type == HINT_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>%a</w>, which can then be zapped "
                    "with <w>%b</w>.";
#ifdef USE_TILE
            text << " Memorising is also possible by doing a <w>left "
                    "click</w> on the book in your inventory, or by clicking "
                    "on the <w>spellbook tab</w> to the left of your "
                    "inventory.";
#endif
            cmd.push_back(CMD_MEMORISE_SPELL);
            cmd.push_back(CMD_CAST_SPELL);
        }
        break;

    case HINT_SKILL_RAISE:

        text << "One of your skills just passed a whole integer point. The "
                "skills you use are automatically trained whenever you gain "
                "experience (by killing monsters). By default, experience goes "
                "towards skills you actively use, although you may choose "
                "otherwise. To view or manage your skill set, type <w>%</w>.";

        cmd.push_back(CMD_DISPLAY_SKILLS);
        break;

    case HINT_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 HINT_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 Maces/Staves.";
        break;

    case HINT_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 HINT_CHOOSE_STAT:
        text << "Every third level you get to choose a stat to raise: "
                "Strength, Intelligence, or Dexterity. "
                "<w>Strength</w> affects your effectiveness in combat "
                "and makes it easier to wear heavy armour. "
                "<w>Intelligence</w> makes it easier to cast spells and "
                "reduces the amount by which you hunger when you do so. "
                "<w>Dexterity</w> increases your evasion "
                "and stealth.\n";
        break;

    case HINT_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>).";
        cmd.push_back(CMD_DISPLAY_CHARACTER_STATUS);
        cmd.push_back(CMD_DISPLAY_COMMANDS);
        break;

    case HINT_YOU_POISON:
        if (crawl_state.game_is_hints())
        {
            // Hack: reset hints_just_triggered, to force recursive calling of
            // learned_something_new(). Don't do this for the tutorial!
            Hints.hints_just_triggered = false;
            learned_something_new(HINT_YOU_ENCHANTED);
            Hints.hints_just_triggered = true;
        }
        text << "Poison will slowly reduce your health. You can try to wait it out "
                "with <w>%</w>, but if you're low on health it's usually safer "
                "to quaff a potion of curing.";
        cmd.push_back(CMD_REST);
        break;

    case HINT_YOU_ROTTING:
        // Hack: Reset hints_just_triggered, to force recursive calling of
        //       learned_something_new().
        Hints.hints_just_triggered = false;
        learned_something_new(HINT_YOU_ENCHANTED);
        Hints.hints_just_triggered = true;

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

    case HINT_YOU_CURSED:
        text << "Cursed equipment, once worn or wielded, cannot be dropped or "
                "removed. Curses can be removed by reading certain scrolls.";
        break;

    case HINT_REMOVED_CURSE:
        text << "The curses on your worn equipment have been removed, so you "
                "can now unequip any previously cursed items.";
        break;

    case HINT_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>%</w>hop up a corpse. "
                "Luckily, all adventurers carry a pocket knife with them "
                "which is perfect for butchering. Try to dine on chunks in "
                "order to save permanent food.";
        if (Hints.hints_type == HINT_BERSERK_CHAR)
            text << "\nNote that you cannot Berserk while very hungry or worse.";
        cmd.push_back(CMD_BUTCHER);
        break;

    case HINT_YOU_STARVING:
        text << "You are now suffering from terrible hunger. You'll need to "
                "<w>%</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.";
        cmd.push_back(CMD_EAT);

        if (Hints.hints_type == HINT_MAGIC_CHAR)
            text << "\nNote that you cannot cast spells while starving.";
        break;

    case HINT_MULTI_PICKUP:
        text << "There are a lot of items here. You choose what to pick up "
                "from a menu: type <w>%</w> "
#ifdef USE_TILE
                "or <w>click</w> on the player doll "
#endif
                "to enter the pickup menu. To leave the menu, confirm your "
                "selection with <w>Enter</w>.";
        cmd.push_back(CMD_PICKUP);
        break;

    case HINT_FULL_INVENTORY:
        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>%</w>rop some of the stuff you don't need right now.";
        cmd.push_back(CMD_DROP);

#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 (Hints.hints_stashes)
        {
            text << "\n\nYou can easily find items you've left on the floor "
                    "with the <w>%</w> command, which will let you "
                    "search for all known items in the dungeon. For example, "
                    "<w>% \"dagger\"</w> will list all daggers. You can "
                    "can then travel to one of the spots.";
            Hints.hints_stashes = false;
            cmd.push_back(CMD_SEARCH_STASHES);
            cmd.push_back(CMD_SEARCH_STASHES);
        }
        break;

    case HINT_MAKE_CHUNKS:
        text << "How lucky! That monster left a corpse which you can now "
                "<w>%</w>hop up. One or more chunks will appear that you can "
                "then <w>%</w>at. Beware that some chunks may be hazardous. "
                "You can find out whether that might be the case by ";
        cmd.push_back(CMD_BUTCHER);
        cmd.push_back(CMD_EAT);

#ifdef USE_TILE
        text << "hovering your mouse over the corpse or chunk.";
#else
        text << "<w>v</w>iewing a corpse or chunk on the floor or by having a "
                "look at it in your <w>%</w>nventory.";
        cmd.push_back(CMD_DISPLAY_INVENTORY);
#endif
        break;

    case HINT_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>%</w>raying over it to offer it. ";
        cmd.push_back(CMD_PRAY);
        break;

    case HINT_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 HINT_MAP_VIEW:
        text << "As you explore a level, orientation can become difficult. "
                "Press <w>%</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.";
        cmd.push_back(CMD_DISPLAY_MAP);

#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 HINT_AUTO_EXPLORE:
        if (!Hints.hints_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>%</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.";
        cmd.push_back(CMD_EXPLORE);
        Hints.hints_explored = false;
        break;

    case HINT_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>%</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. 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.";
        cmd.push_back(CMD_DISPLAY_MAP);
        break;

    case HINT_AUTO_EXCLUSION:
        // In the highly unlikely case the player encounters a
        // hostile statue or oklob plant during the hints mode...
        if (Hints.hints_explored)
        {
            // Hack: Reset hints_just_triggered, to force recursive calling of
            //       learned_something_new().
            Hints.hints_just_triggered = false;
            learned_something_new(HINT_AUTO_EXPLORE);
            Hints.hints_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>%</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>%ee</w> but unless you remove this monster "
                "from the auto_exclude list, the exclusion will be reset the "
                "next turn.";
        cmd.push_back(CMD_DISPLAY_MAP);
        cmd.push_back(CMD_DISPLAY_MAP);
        break;

    case HINT_HEALING_POTIONS:
        text << "Your health is getting dangerously low. Retreating and/or "
                "quaffing a potion of heal wounds or curing might be a good idea.";
        break;

    case HINT_NEED_HEALING:
        text << "If you're low on health 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>%</w> or "
                "<w>shift-numpad-5</w>"
#ifdef USE_TILE
                ", or click into the stat area"
#endif
                " to do so.";
        cmd.push_back(CMD_REST);
        break;

    case HINT_NEED_POISON_HEALING:
        text << "You are lethally poisoned, so now would be a good time to "
                "<w>%</w>uaff a potion of heal wounds or, better yet, a "
                "potion of curing. If you have seen neither of these so far, "
                "try unknown potions in your inventory. Good luck!";
        cmd.push_back(CMD_QUAFF);
        break;

    case HINT_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...
        Hints.hints_last_healed = you.num_turns - 30;
        break;

    case HINT_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 health or magic, you'll have "
                "to quaff an appropriate potion. For normal resting you will "
                "first have to get away from the danger.";

        Hints.hints_last_healed = you.num_turns;
        break;

    case HINT_CAN_BERSERK:
        // Don't print this information if the player already knows it.
        if (Hints.hints_berserk_counter)
            return;

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

    case HINT_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.";
        cmd.push_back(CMD_DISPLAY_CHARACTER_STATUS);
        break;

    case HINT_RUN_AWAY:
        text << "Whenever your health is very low 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_worship(GOD_TROG) && you.can_go_berserk())
        {
            text << "\nAlso, with "
                 << apostrophise(god_name(you.religion))
                 << " support you can use your Berserk ability (<w>%</w>) to "
                    "temporarily gain more health and greater strength. Bear "
                    "in mind that berserking at the last minute is often "
                    "risky, and prevents you from using items to escape!";
            cmd.push_back(CMD_USE_ABILITY);
        }
        break;

    case HINT_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>%</w>oke a wand to deal damage.";
            cmd.push_back(CMD_EVOKE);
        }
        break;

    case HINT_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 some of them "
                "have multiple levels. Check your mutations with <w>%</w>.";
        cmd.push_back(CMD_DISPLAY_MUTATIONS);
        break;

    case HINT_NEW_ABILITY_GOD:
        switch (you.religion)
        {
        // Gods where first granted ability is passive.
        case GOD_ASHENZARI:
        case GOD_BEOGH:
        case GOD_MAKHLEB:
        case GOD_VEHUMET:
        case GOD_XOM:
        case GOD_SHINING_ONE:
            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.";
            cmd.push_back(CMD_DISPLAY_RELIGION);
            break;

        // Gods where first granted ability is active.
        default:
            text << "You just gained a divine ability. Press <w>%</w> to "
                    "take a look at your abilities or to use one of them.";
            cmd.push_back(CMD_USE_ABILITY);
            break;
        }
        break;

    case HINT_NEW_ABILITY_MUT:
        text << "That mutation granted you a new ability. Press <w>%</w> to "
                "take a look at your abilities or to use one of them.";
        cmd.push_back(CMD_USE_ABILITY);
        break;

    case HINT_NEW_ABILITY_ITEM:
        // Specialcase flight because it's a guaranteed trigger in the
        // tutorial.
        if (you.evokable_flight())
        {
            text << "Flight will allow you to cross deep water or lava. To "
                    "activate it, select the corresponding ability in the ability "
                    "menu (<w>%</w>"
#ifdef USE_TILE
                    " or via <w>mouseclick</w> in the <w>command panel</w>"
#endif
                    "). Once flying, keep an eye on the status line and messages "
                    "as it will eventually time out and may cause you to fall "
                    "into water and drown.";
        }
        else
        {
            text << "That item you just equipped granted you a new ability. "
                    "Press <w>%</w> "
#ifdef USE_TILE
                    "(or <w>click</w> in the <w>command panel</w>) "
#endif
                    "to take a look at your abilities or to use one of them.";
        }
        cmd.push_back(CMD_USE_ABILITY);
        break;

    case HINT_ITEM_RESISTANCES:
        text << "Equipping this item affects your resistances. Check the "
                "overview screen (<w>%</w>"
#ifdef USE_TILE
                " or click on the <w>character overview button</w> in the "
                "command panel"
#endif
                ") for details.";
        cmd.push_back(CMD_RESISTS_SCREEN);
        break;

    case HINT_FLYING:
        if (you.evokable_flight())
        {
            text << "To stop flying, use the corresponding ability "
                    "in the ability menu (<w>%</w>).";
            cmd.push_back(CMD_USE_ABILITY);
        }
        break;

    case HINT_INACCURACY:
        text << "Not all items are useful, and some of them are outright "
                "harmful. Press <w>%</w> ";
#ifdef USE_TILE
        text << "or <w>click</w> on your equipped amulet to remove it.";
#else
        text << "to remove your amulet.";
#endif
        cmd.push_back(CMD_REMOVE_JEWELLERY);
        break;

    case HINT_CONVERT:
        if (you_worship(GOD_XOM))
            return print_hint("HINT_CONVERT Xom");

        print_hint("HINT_CONVERT");
        break;

    case HINT_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, "
                "because " << god_name(you.religion) << " finds your "
                "worship lacking, or a combination of the two. "
                "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, type <w>%</w>"
#ifdef USE_TILE
                " or press <w>Shift</w> and <w>right-click</w> on your avatar"
#endif
                ".";
        cmd.push_back(CMD_DISPLAY_RELIGION);
        break;

    case HINT_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 < NUM_GODS; i++)
            if (you.worshipped[i] > 0)
            {
                old_god = (god_type) i;
                break;
            }

        const string old_god_name  = god_name(old_god);
        const 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 > piety_breakpoint(0))
                        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 HINT_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.
            Hints.hints_events[seen_what] = true;
            return;
        }

        if (Hints.hints_type == HINT_RANGER_CHAR && wpn != -1
            && you.inv[wpn].is_type(OBJ_WEAPONS, WPN_SHORTBOW))
        {
            text << "You can easily switch between weapons in slots a and "
                    "b by pressing <w>%</w>.";
            cmd.push_back(CMD_WEAPON_SWAP);
        }
        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.";
            cmd.push_back(CMD_WEAPON_SWAP);
            cmd.push_back(CMD_ADJUST_INVENTORY);
        }
        break;
    }
    case HINT_FLEEING_MONSTER:
        if (Hints.hints_type != HINT_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 stones in your <w>%</w>nventory, you can look "
                "at one of them to read an explanation of how to do this.";
        cmd.push_back(CMD_DISPLAY_INVENTORY);
        break;

    case HINT_MONSTER_BRAND:
#ifdef USE_TILE
        tiles.place_cursor(CURSOR_TUTORIAL, gc);
        if (const monster* m = monster_at(gc))
            tiles.add_text_tag(TAG_TUTORIAL, m->name(DESC_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>%</w> and moving the cursor onto its square.";
        cmd.push_back(CMD_LOOK_AROUND);
#endif
        break;

    case HINT_MONSTER_FRIENDLY:
    {
        const monster* 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_A), gc);
#endif
        text << "That monster is friendly to you and will attack your "
                "enemies, though you'll get only part of the experience for "
                "monsters damaged by allies, compared to what you'd get for "
                "doing all the work yourself. You can command your allies by "
                "pressing <w>%</w> to talk to them.";
        cmd.push_back(CMD_SHOUT);

        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 HINT_MONSTER_SHOUT:
    {
        const monster* 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))
        {
            Hints.hints_events[HINT_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_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 do make "
                    "noise when they notice you. This will alert 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 HINT_MONSTER_LEFT_LOS:
    {
        const monster* m = monster_at(gc);

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

        text << m->name(DESC_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 HINT_SEEN_MONSTER:
    case HINT_SEEN_FIRST_OBJECT:
        // Handled in special functions.
        break;

    case HINT_SEEN_ZERO_EXP_MON:
    {
        const monster_info* mi = env.map_knowledge(gc).monsterinfo();

        if (!mi)
            DELAY_EVENT;

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

        text << "is a ";
#else
        text << glyph_to_tagstr(get_mons_glyph(*mi)) << " is a ";
#endif
        text << mi->proper_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 experience for doing so. ";
        break;
    }

    case HINT_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>"
             << stringize_glyph(get_feat_symbol(DNGN_EXIT_ABYSS))
             << "</w>)"
#endif
                ", keep moving, don't fight any of the monsters, and don't "
                "bother picking up any items on the ground. If the monsters "
                "are closing in, try to use items of hasting to get away.";
        break;

    case HINT_SPELL_MISCAST:
    {
        // Don't give at the beginning of your spellcasting career.
        if (you.max_magic_points <= 2)
            DELAY_EVENT;

        if (!crawl_state.game_is_hints())
        {
            text << "Miscasting a spell can have nasty consequences, "
                    "particularly for the more difficult spells. Your chance "
                    "of successfully casting a spell increases with your magic "
                    "skills, and can also be improved with the help of some "
                    "items. Use the <w>%</w> command "
#ifdef USE_TILE
                    "or mouse over the spell tiles "
#endif
                    "to check your current failure rates.";
            cmd.push_back(CMD_DISPLAY_SPELLS);
            break;
        }
        text << "You just miscast a spell. ";

        const item_def *shield = you.slot_item(EQ_SHIELD, false);
        if (!player_effectively_in_light_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 failure rates on the <w>%\?</w> screen with and "
                    "without the item being worn.\n\n";
            cmd.push_back(CMD_CAST_SPELL);
        }

        text << "If the spellcasting success chance is high (which can be "
                "checked by entering <w>%\?</w> or <w>%</w>) then a miscast "
                "merely means the spell is not working, along with a harmless "
                "side effect. "
                "However, for spells with a high failure 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";
        cmd.push_back(CMD_CAST_SPELL);
        cmd.push_back(CMD_DISPLAY_SPELLS);

        text << "Note that a miscast spell will still consume the full amount "
                "of MP and nutrition that a successfully cast spell would.";
        break;
    }
    case HINT_SPELL_HUNGER:
        text << "The spell you just cast made you hungrier; you can see how "
                "hungry spells make you by "
#ifdef USE_TILE
                "examining your spells in the spell display, or by "
#endif
                "entering <w>%\?!</w> or <w>%I</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.";
        cmd.push_back(CMD_CAST_SPELL);
        cmd.push_back(CMD_DISPLAY_SPELLS);
        break;

    case HINT_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 or haste, or from "
                "miscasting spells. ";

        if (get_contamination_level() < 2)
        {
            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 mutating you or dealing direct "
                "damage. In addition, glowing is going to make you much more "
                "noticeable.";
        break;

    case HINT_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 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>.";
        cmd.push_back(CMD_RESISTS_SCREEN);
#endif
        break;

    case HINT_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 (Hints.hints_type == HINT_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>%</w>ire it at a monster.";
        cmd.push_back(CMD_FIRE);

        if (Hints.hints_type == HINT_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 HINT_YOU_SILENCE:
        redraw_screen();
        text << "While you are silenced, you cannot cast spells, read scrolls "
                "or use divine invocations. The same is true for any monster "
                "within the effect radius. The field of silence (recognizable "
                "by "
#ifdef USE_TILE
                "the special-looking frame tiles"
#else
                "different-coloured floor squares"
#endif
                ") is always centered on you and will move along with you. "
                "The radius will gradually shrink, eventually making you the "
                "only one affected, before the effect fades entirely.";
        break;

    case HINT_LOAD_SAVED_GAME:
    {
        text << "Welcome back! If it's been a while, you may want to refresh "
                "your memory.\nYour <w>%</w>nventory, ";
        cmd.push_back(CMD_DISPLAY_INVENTORY);

        vector<const char *> listed;
        if (you.spell_no > 0)
        {
            listed.push_back("your spells (<w>%?</w>)");
            cmd.push_back(CMD_CAST_SPELL);
        }
        if (!your_talents(false).empty())
        {
            listed.push_back("your <w>%</w>bilities");
            cmd.push_back(CMD_USE_ABILITY);
        }
        if (Hints.hints_type != HINT_MAGIC_CHAR || how_mutated())
        {
            listed.push_back("your set of mutations (<w>%</w>)");
            cmd.push_back(CMD_DISPLAY_MUTATIONS);
        }
        if (!you_worship(GOD_NO_GOD))
        {
            listed.push_back("your religious standing (<w>%</w>)");
            cmd.push_back(CMD_DISPLAY_RELIGION);
        }

        listed.push_back("the message history (<w>%</w>)");
        listed.push_back("the character overview screen (<w>%</w>)");
        listed.push_back("the dungeon overview screen (<w>%</w>)");
        text << comma_separated_line(listed.begin(), listed.end())
             << " are good things to check.";
        cmd.push_back(CMD_REPLAY_MESSAGES);
        cmd.push_back(CMD_RESISTS_SCREEN);
        cmd.push_back(CMD_DISPLAY_OVERMAP);
        break;
    }
    case HINT_AUTOPICKUP_THROWN:
        text << "When stepping on items you've thrown, they will be "
                "picked up automatically.";
        break;
    case HINT_GAINED_SPELLCASTING:
        text << "As your Spellcasting skill increases, you will be able to "
             << "memorise more spells, and will suffer less hunger and "
             << "somewhat fewer failures when you cast them.\n"
             << "Press <w>%</w> "
#ifdef USE_TILE
             << "(or click on the <w>skill button</w> in the command panel) "
#endif
             << "to have a look at your skills and manage their training.";
        cmd.push_back(CMD_DISPLAY_SKILLS);
        break;
#if TAG_MAJOR_VERSION == 34
    case HINT_MEMORISE_FAILURE:
        text << "At low skills, spells may be difficult to learn or cast. "
                "For now, just keep trying!";
        break;
#endif
    case HINT_FUMBLING_SHALLOW_WATER:
        text << "Fighting in shallow water will sometimes cause you to slip "
                "and fumble your attack. If possible, try to fight on "
                "firm ground.";
        break;
    case HINT_CLOUD_WARNING:
        text << "Rather than step into this cloud and hurt yourself, you should "
                "say <w>N</w>o and either wait for a few turns to see if it "
                "vanishes (with <w>%</w>), or just step around it.";
        cmd.push_back(CMD_WAIT);
        break;
    case HINT_ANIMATE_CORPSE_SKELETON:
        text << "As long as a monster has a skeleton, Animate Skeleton also "
                "works on unskeletalized corpses.";
        break;
    default:
        text << "You've found something new (but I don't know what)!";
    }

    if (!text.str().empty())
    {
        string output = text.str();
        if (!cmd.empty())
            insert_commands(output, cmd);
        mprf(MSGCH_TUTORIAL, "%s", output.c_str());

        stop_running();
    }
}

formatted_string hints_abilities_info()
{
    ostringstream text;
    text << "<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";
    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_string(broken, _get_hints_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.
string hints_skills_info()
{
    textcolour(channel_to_colour(MSGCH_TUTORIAL));
    ostringstream text;
    text << "<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";
    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 <brown>brown percent value</brown> shows how much "
        "experience is allocated to go towards that skill. "
        "You can toggle which skills to train by "
        "pressing their slot letters. A <darkgrey>grey</darkgrey> skill "
        "will not be trained and ease the training of others. "
        "Press <w>?</w> to read your skills' descriptions.";
    text << broken;
    text << "</" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";

    return text.str();
}

string hints_skill_training_info()
{
    textcolour(channel_to_colour(MSGCH_TUTORIAL));
    ostringstream text;
    text << "<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";
    string broken = "The training percentage (in <brown>brown</brown>) "
        "shows the relative amount of the experience gained which will be "
        "used to train each skill. It is automatically set depending on "
        "which skills you have used recently. Disabling a skill sets the "
        "training rate to 0.";
    text << broken;
    text << "</" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";

    return text.str();
}

string hints_skills_description_info()
{
    textcolour(channel_to_colour(MSGCH_TUTORIAL));
    ostringstream text;
    text << "<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";
    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_string(broken, _get_hints_cols());
    text << broken;
    text << "</" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";

    return text.str();
}

// A short explanation of Crawl's target mode and its most important commands.
static string _hints_target_mode(bool spells = false)
{
    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>";

    command_type cmd;
    if (spells)
    {
        result += "%ap";
        cmd = CMD_CAST_SPELL;
    }
    else
    {
        result += "%f";
        cmd = CMD_FIRE;
    }

    result += "</w> fires at the same target again.";
    insert_commands(result, cmd, 0);

    return result;
}

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

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

    insert_commands(str, cmd);
    return str;
}

static string _hints_throw_stuff(const item_def &item)
{
    string result;

    result  = "To do this, type <w>%</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 += _hints_target_mode();

    insert_commands(result, CMD_FIRE, 0);
    return result;
}

// num_old_talents describes the number of activatable abilities you had
// before putting on this item.
void check_item_hint(const item_def &item, unsigned int num_old_talents)
{
    if (item.cursed())
        learned_something_new(HINT_YOU_CURSED);
    else if (Hints.hints_events[HINT_NEW_ABILITY_ITEM]
             && your_talents(false).size() > num_old_talents)
    {
        learned_something_new(HINT_NEW_ABILITY_ITEM);
    }
    else if (Hints.hints_events[HINT_ITEM_RESISTANCES]
             && gives_resistance(item))
    {
        learned_something_new(HINT_ITEM_RESISTANCES);
    }
}

// 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 hints_describe_item(const item_def &item)
{
    ostringstream ostr;
    ostr << "<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";
    vector<command_type> cmd;

    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 << _hints_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
                            ".";
                    cmd.push_back(CMD_RESISTS_SCREEN);
                    break;
                }
                return;
            }

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

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

                // Weapon skill used by this weapon and the best weapon skill.
                skill_type curr_wpskill = item_attack_skill(item);
                skill_type best_wpskill;

                // Maybe this is a launching weapon?
                if (is_range_weapon(item))
                    best_wpskill = best_skill(SK_SLINGS, SK_THROWING);
                else
                    best_wpskill = best_skill(SK_SHORT_BLADES, SK_STAVES);

                // 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 << "\nHowever, 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>%</w> to see the skill "
                            "management screen for the actual numbers.)";

                    cmd.push_back(CMD_DISPLAY_SKILLS);
                    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>%</w>ire the appropriate type of ammunition. "
                            "You'll ";
                    ostr << _hints_target_mode();
                    cmd.push_back(CMD_FIRE);
                }
                else
                    ostr << "To attack a monster, you can simply walk into it.";
            }

            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.";

                Hints.hints_events[HINT_SEEN_RANDART] = false;
            }
            if (item_known_cursed(item) && !long_text)
            {
                ostr << "\n\nOnce wielded, a cursed weapon can't be "
                        "unwielded until the curse has been lifted by "
                        "reading a scroll of remove curse or one of the "
                        "enchantment scrolls.";

                Hints.hints_events[HINT_YOU_CURSED] = false;
            }
            Hints.hints_events[HINT_SEEN_WEAPON] = false;
            break;
        }
        case OBJ_MISSILES:
            if (is_throwable(&you, item))
            {
                ostr << item.name(DESC_YOUR)
                     << " can be <w>%</w>ired without the use of a launcher. ";
                ostr << _hints_throw_stuff(item);
                cmd.push_back(CMD_FIRE);
            }
            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>%</w>ire "
                     << (item.quantity > 1 ? "these" : "this")
                     << " " << item.name(DESC_BASENAME)
                     << (item.quantity > 1? "s" : "")
                     << ". You'll ";
                ostr << _hints_target_mode();
                cmd.push_back(CMD_FIRE);
            }
            else
            {
                ostr << "To shoot "
                     << (item.quantity > 1 ? "these" : "this")
                     << " " << item.name(DESC_BASENAME)
                     << (item.quantity > 1? "s" : "")
                     << ", first you need to <w>%</w>ield an appropriate "
                        "launcher.";
                cmd.push_back(CMD_WIELD_WEAPON);
            }
            Hints.hints_events[HINT_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>%</w> to see a list of your mutations and "
                        "innate abilities.)";
                cmd.push_back(CMD_DISPLAY_MUTATIONS);
                wearable = false;
            }
            else if (you.species == SP_MINOTAUR && is_hard_helmet(item))
            {
                ostr << "As a Minotaur you cannot wear helmets. "
                        "(Type <w>%</w> to see a list of your mutations and "
                        "innate abilities.)";
                cmd.push_back(CMD_DISPLAY_MUTATIONS);
                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> and take "
                        "them off again with <w>%</w>"
#ifdef USE_TILE
                        ", or, alternatively, simply click on their tiles to "
                        "perform either action."
#endif
                        ".";
                cmd.push_back(CMD_WEAR_ARMOUR);
                cmd.push_back(CMD_REMOVE_ARMOUR);
            }

            if (Hints.hints_type == HINT_MAGIC_CHAR
                && get_armour_slot(item) == EQ_BODY_ARMOUR
                && !is_effectively_light_armour(&item))
            {
                ostr << "\nNote that body armour with a high encumbrance "
                        "rating may hinder your ability to cast spells. Light "
                        "armour such as robes and leather armour will be "
                        "generally safe for any aspiring spellcaster.";
            }
            else if (Hints.hints_type == HINT_MAGIC_CHAR
                     && is_shield(item))
            {
                ostr << "\nNote that shields will hinder your ability to "
                        "cast spells; the larger the shield, the bigger "
                        "the penalty.";
            }
            else if (Hints.hints_type == HINT_RANGER_CHAR
                     && is_shield(item))
            {
                ostr << "\nNote that many ranged weapons are two handed and so "
                        "cannot be used with a shield.";
            }

            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.";

                Hints.hints_events[HINT_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
                            ".";
                    cmd.push_back(CMD_RESISTS_SCREEN);
                }
                if (gives_ability(item))
                {
                    ostr << "\n\nWhen worn, some types of armour (such as "
                            "this one) offer certain <w>%</w>bilities you can "
                            "activate. ";
                    ostr << _hints_abilities(item);
                    cmd.push_back(CMD_USE_ABILITY);
                }
            }
            Hints.hints_events[HINT_SEEN_ARMOUR] = false;
            break;
        }
        case OBJ_WANDS:
            ostr << "The magic within can be unleashed by evoking "
                    "(<w>%</w>) it.";
            cmd.push_back(CMD_EVOKE);
#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>";
#ifdef USE_TILE_WEB
            ostr << "Ctrl + Shift keys";
#else
#if defined(UNIX) && defined(USE_TILE_LOCAL)
            if (!tiles.is_fullscreen())
              ostr << "Ctrl + Shift keys";
            else
#endif
              ostr << "Alt key";
#endif
            ostr << "</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
            Hints.hints_events[HINT_SEEN_WAND] = false;
            break;

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

            if (item.sub_type == FOOD_CHUNK)
            {
                ostr << "Note that most species refuse to eat raw meat "
                        "unless hungry. ";
            }
            Hints.hints_events[HINT_SEEN_FOOD] = false;
            break;

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

            Hints.hints_events[HINT_SEEN_SCROLL] = false;
            break;

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

            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
                        ".";
                cmd.push_back(CMD_RESISTS_SCREEN);
            }
            if (gives_ability(item))
            {
                ostr << "\n\nWhen worn, some types of jewellery (such as this "
                        "one) offer certain <w>%</w>bilities you can activate. ";
                cmd.push_back(CMD_USE_ABILITY);
                ostr << _hints_abilities(item);
            }
            Hints.hints_events[HINT_SEEN_JEWELLERY] = false;
            break;
        }
        case OBJ_POTIONS:
            ostr << "Type <w>%</w> to quaff this potion"
#ifdef USE_TILE
                    "or simply click on it with your <w>left mouse button</w>"
#endif
                    ".";
            cmd.push_back(CMD_QUAFF);
            Hints.hints_events[HINT_SEEN_POTION] = false;
            break;

        case OBJ_BOOKS:
            if (item.sub_type == BOOK_MANUAL)
            {
                ostr << "A manual can greatly help you in training a skill. "
                        "As long as you are carrying it, the skill in "
                        "question will be trained more effeciently and will "
                        "level up faster.";
                cmd.push_back(CMD_READ);
            }
            else // It's a spellbook!
            {
                if (you_worship(GOD_TROG))
                {
                    if (!item_ident(item, ISFLAG_KNOW_TYPE))
                    {
                        ostr << "It's a book, you can <w>%</w>ead it.";
                        cmd.push_back(CMD_READ);
                    }
                    else
                    {
                        ostr << "A spellbook! You could <w>%</w>emorise some "
                                "spells and then cast them with <w>%</w>.";
                        cmd.push_back(CMD_MEMORISE_SPELL);
                        cmd.push_back(CMD_CAST_SPELL);
                    }
                    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>%</w>bility. "
                            "Note that this only works on books that are lying "
                            "on the floor and not on your current square. ";
                    cmd.push_back(CMD_USE_ABILITY);
                }
                else if (!item_ident(item, ISFLAG_KNOW_TYPE))
                {
                    ostr << "It's a book, you can <w>%</w>ead it"
#ifdef USE_TILE
                            ", something that can also be achieved by clicking "
                            "on its tile in your inventory."
#endif
                            ".";
                    cmd.push_back(CMD_READ);
                }
                else
                {
                    if (player_can_memorise(item))
                    {
                        ostr << "Such a <lightblue>highlighted "
                                "spell</lightblue> can be <w>%</w>emorised "
                                "right away. ";
                        cmd.push_back(CMD_MEMORISE_SPELL);
                    }
                    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 use 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. Or you can switch to the spellcasting "
                                "display by <w>clicking on the</w> "
                                "corresponding <w>tab</w>."
                                "\n\nAlternatively, ";
#endif
                        ostr << "you can type <w>%</w> and choose a "
                                "spell, e.g. <w>a</w> (check with <w>?</w>). "
                                "For attack spells you'll ";
                        cmd.push_back(CMD_CAST_SPELL);
                        ostr << _hints_target_mode(true);
                    }
                }
            }
            ostr << "\n";
            Hints.hints_events[HINT_SEEN_SPBOOK] = false;
            break;

        case OBJ_CORPSES:
            Hints.hints_events[HINT_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.";
                break;
            }

            ostr << "Corpses lying on the floor can be <w>%</w>hopped up to "
                    "produce chunks for food (though they may be unhealthy)";
            cmd.push_back(CMD_BUTCHER);

            if (god_likes_fresh_corpses(you.religion))
            {
                ostr << ", or offered as a sacrifice to "
                     << god_name(you.religion)
                     << " by <w>%</w>raying over them";
                cmd.push_back(CMD_PRAY);
            }
            ostr << ". ";

            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>%</w>rop menu. On a related note, butchering "
                    "several corpses on a floor square is facilitated by "
                    "using the <w>%</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.";
            cmd.push_back(CMD_DROP);
            cmd.push_back(CMD_BUTCHER);
            break;

        case OBJ_RODS:
            if (!item_ident(item, ISFLAG_KNOW_TYPE))
            {
                ostr << "\n\nTo find out what this rod might do, you have "
                        "to <w>%</w>ield it to see if you can use the "
                        "spell hidden within, then e<w>%</w>oke it to "
                        "actually do so"
#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>ielding and e<w>%</w>oking it"
#ifdef USE_TILE
                        ", both of which can be achieved by clicking on it"
#endif
                        ".";
            }
            cmd.push_back(CMD_WIELD_WEAPON);
            cmd.push_back(CMD_EVOKE_WIELDED);
            Hints.hints_events[HINT_SEEN_ROD] = false;
            break;

        case OBJ_STAVES:
            ostr << "This staff can enhance your spellcasting, possibly "
                    "making a certain spell school more powerful, or "
                    "making difficult magic easier to cast. ";

            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
                        ".";

                cmd.push_back(CMD_RESISTS_SCREEN);
            }
            else if (you_worship(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>%</w>rop it now.";
                cmd.push_back(CMD_DROP);
            }
            Hints.hints_events[HINT_SEEN_STAFF] = false;
            break;

        case OBJ_MISCELLANY:
            if (is_deck(item))
            {
                ostr << "Decks of cards are powerful but dangerous magical "
                        "items. Try e<w>%</w>oking it"
#ifdef USE_TILE
                        ", which can be done by clicking on it"
#endif
                        ". If you use a scroll of identify on the deck you "
                        "can discover the name of the top card, making the "
                        "deck less risky to draw from. You can read about the "
                        "effect of a card by searching the game's database "
                        "with <w>%/c</w>.";
                cmd.push_back(CMD_EVOKE);
                cmd.push_back(CMD_DISPLAY_COMMANDS);
            }
            else
            {
                ostr << "Miscellaneous items sometimes harbour magical powers "
                        "that can be harnessed by e<w>%</w>oking the item.";
                cmd.push_back(CMD_EVOKE);
            }

            Hints.hints_events[HINT_SEEN_MISC] = false;
            break;

        default:
            return;
    }

    ostr << "</" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";
    string broken = ostr.str();
    if (!cmd.empty())
        insert_commands(broken, cmd);
    linebreak_string(broken, _get_hints_cols());
    cgotoxy(1, wherey() + 2);
    display_tagged_block(broken);
}

void hints_inscription_info(string prompt)
{
    // Don't print anything if there's not enough space.
    if (wherey() >= get_number_of_lines() - 1)
        return;

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

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

        longtext = true;
    }

    text << "\n"
       "(In the main screen, press <w>?6</w> for more information.)\n";
    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();
}

// FIXME: With the new targeting system, the hints for interesting monsters
//        and features ("right-click/press v for more information") are no
//        longer getting displayed.
//        Players might still end up e'x'aming and particularly clicking on
//        but it's a lot more hit'n'miss now.
bool hints_pos_interesting(int x, int y)
{
    return cloud_type_at(coord_def(x, y)) != CLOUD_NONE
           || _water_is_disturbed(x, y)
           || _hints_feat_interesting(grd[x][y]);
}

static bool _hints_feat_interesting(dungeon_feature_type feat)
{
    // Altars and branch entrances are always interesting.
    return feat_is_altar(feat)
           || feat_is_branch_entrance(feat)
           || feat_is_stone_stair(feat)
           || feat_is_escape_hatch(feat)
           || feat_is_trap(feat)
           || feat_is_statuelike(feat);
}

void hints_describe_pos(int x, int y)
{
    cgotoxy(1, wherey());
    _hints_describe_disturbance(x, y);
    _hints_describe_cloud(x, y);
    _hints_describe_feature(x, y);
}

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

    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_TELEPORT:
    case DNGN_TRAP_SHADOW:
    case DNGN_TRAP_ALARM:
    case DNGN_TRAP_ZOT:
    case DNGN_TRAP_MECHANICAL:
         ostr << "These nasty constructions can cause a range of "
                 "unpleasant effects. You won't be able to avoid "
                 "tripping traps by flying over them; their magic "
                 "construction will cause them to be triggered anyway.";
         Hints.hints_events[HINT_SEEN_TRAP] = false;
         break;

    case DNGN_TRAP_SHAFT:
         ostr << "The dungeon contains a number of natural obstacles such "
                 "as shafts, which lead one to three levels down. Once you "
                 "know the shaft is there, you can safely step over it.\n"
                 "If you want to jump down there, use <w>></w> to do so. "
                 "Be warned that getting back here might be difficult.";
         Hints.hints_events[HINT_SEEN_TRAP] = false;
         break;

    case DNGN_TRAP_WEB:
         ostr << "Some areas of the dungeon, such as the Spider Nest, may "
                 "be strewn with giant webs that may ensnare you for a short "
                 "time and notify nearby spiders of your location. "
                 "Players in Spider Form can safely navigate the webs (as "
                 "can incorporeal entities and various oozes). ";
         Hints.hints_events[HINT_SEEN_WEB] = 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>.";
#endif

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

         Hints.hints_events[HINT_SEEN_STAIRS] = false;
         break;

    case DNGN_EXIT_DUNGEON:
         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.";
         break;

    case DNGN_STONE_STAIRS_UP_I:
    case DNGN_STONE_STAIRS_UP_II:
    case DNGN_STONE_STAIRS_UP_III:
         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> instead.";
#endif
         if (is_unknown_stair(where))
         {
             ostr << "\n\nYou have not yet passed through this "
                     "particular set of stairs. ";
         }
         Hints.hints_events[HINT_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.";

         Hints.hints_events[HINT_SEEN_ESCAPE_HATCH] = false;
         break;

#if TAG_MAJOR_VERSION == 34
    case DNGN_ENTER_PORTAL_VAULT:
         ostr << "This " << _describe_portal(where);
         Hints.hints_events[HINT_SEEN_PORTAL] = false;
         break;
#endif

    case DNGN_CLOSED_DOOR:
    case DNGN_RUNED_DOOR:
         if (!Hints.hints_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_is_altar(feat))
         {
             god_type altar_god = feat_altar_god(feat);

             // I think right now Sif Muna is the only god for whom
             // you can find altars early and who may refuse to accept
             // worship by one of the hint mode characters. (jpeg)
             if (altar_god == GOD_SIF_MUNA
                 && !player_can_join_god(altar_god))
             {
                 ostr << "As <w>p</w>raying on the altar will tell you, "
                      << god_name(altar_god) << " only accepts worship from "
                         "those who have already dabbled in magic. You can "
                         "find out more about this god by searching the "
                         "database with <w>?/g</w>.\n"
                         "For other gods, you'll be able to join the faith "
                         "by <w>p</w>raying at their altar.";
             }
             else if (you_worship(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.\n"
                         "You 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_worship(altar_god))
             {
                 // If we don't have anything to say, return early.
                 return;
             }
             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 click with your <w>right mouse button</w> "
                         "on your avatar while pressing <w>Shift</w>"
#endif
                         ".";
             }
             Hints.hints_events[HINT_SEEN_ALTAR] = false;
             break;
         }
         else if (feat_is_branch_entrance(feat))
         {
             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 spatter the surroundings 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)) << ">";

    string broken = ostr.str();
    linebreak_string(broken, _get_hints_cols());
    display_tagged_block(broken);
}

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

    string cname = cloud_name_at_index(env.cgrid(coord_def(x, y)));

    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:
    case CLOUD_DUST_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)) << ">";

    string broken = ostr.str();
    linebreak_string(broken, _get_hints_cols());
    display_tagged_block(broken);
}

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

    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. Submerged monsters 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)) << ">";

    string broken = ostr.str();
    linebreak_string(broken, _get_hints_cols());
    display_tagged_block(broken);
}

static bool _water_is_disturbed(int x, int y)
{
    const coord_def c(x,y);
    const monster* 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 hints_monster_interesting(const monster* 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;

    // Dangerous.
    return mons_threat_level(mons) == MTHRT_NASTY;
}

string hints_describe_monster(const monster_info& mi, bool has_stat_desc)
{
    cgotoxy(1, wherey());
    ostringstream ostr;
    ostr << "\n\n<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";

    bool dangerous = false;
    if (mons_is_unique(mi.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 monsters wouldn't, so be "
                "careful.\n\n";
        dangerous = true;
    }
    else if (mi.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;
    }
    else
    {
        const int tier = mons_demon_tier(mi.type);
        if (tier > 0)
        {
            ostr << "This monster is a demon of the "
                 << (tier == 1 ? "highest" :
                     tier == 2 ? "second-highest" :
                     tier == 3 ? "middle" :
                     tier == 4 ? "second-lowest" :
                     tier == 5 ? "lowest"
                               : "buggy")
                 << " tier.\n\n";
        }

        // Don't call friendly monsters dangerous.
        if (!mons_att_wont_attack(mi.attitude))
        {
            if (mi.threat == MTHRT_NASTY)
            {
                ostr << "This monster appears to be really dangerous!\n";
                dangerous = true;
            }
            else if (mi.threat == MTHRT_TOUGH)
            {
                ostr << "This monster appears to be quite dangerous.\n";
                dangerous = true;
            }
        }
    }

    if (mi.is(MB_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 (mi.attitude == ATT_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(mi.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 (!Hints.hints_explored && (mi.is(MB_WANDERING) || mi.is(MB_UNAWARE)))
        {
            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 targeting "
                    "mode 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 modes "
                    "won't enter.";
        }
        else
        {
            ostr << "This might be a good time to run away";

            if (you_worship(GOD_TROG) && you.can_go_berserk())
                ostr << " or apply your Berserk <w>a</w>bility";
            ostr << ".";
        }
    }
    else if (Options.stab_brand != CHATTR_NORMAL
             && mi.is(MB_STABBABLE))
    {
        ostr << "Apparently it 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
             && mi.is(MB_DISTRACTED))
    {
        ostr << "Apparently it has been distracted by something. You could "
                "use this opportunity to sneak up on this monster - or to "
                "sneak away.";
    }

    if (!dangerous && !has_stat_desc)
    {
        ostr << "\nThis monster doesn't appear to have any resistances or "
                "susceptibilities. It cannot fly and is of average speed. "
                "Examining other, possibly more high-level monsters can give "
                "important clues as to how to deal with them.";
    }

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

    string broken = ostr.str();
    linebreak_string(broken, _get_hints_cols());
    return broken;
}

void hints_observe_cell(const coord_def& gc)
{
    if (feat_is_escape_hatch(grd(gc)))
        learned_something_new(HINT_SEEN_ESCAPE_HATCH, gc);
    else if (feat_is_branch_entrance(grd(gc)))
        learned_something_new(HINT_SEEN_BRANCH, gc);
    else if (is_feature('>', gc))
        learned_something_new(HINT_SEEN_STAIRS, gc);
    else if (is_feature('_', gc))
        learned_something_new(HINT_SEEN_ALTAR, gc);
    else if (is_feature('^', gc))
        learned_something_new(HINT_SEEN_TRAP, gc);
    else if (grd(gc) == DNGN_OPEN_DOOR || grd(gc) == DNGN_CLOSED_DOOR)
        learned_something_new(HINT_SEEN_DOOR, gc);
    else if (grd(gc) == DNGN_RUNED_DOOR)
        learned_something_new(HINT_SEEN_RUNED_DOOR, gc);
    else if (grd(gc) == DNGN_ENTER_SHOP)
        learned_something_new(HINT_SEEN_SHOP, gc);
    else if (feat_is_portal_entrance(grd(gc)))
        learned_something_new(HINT_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(HINT_STAIR_BRAND, gc);
        }
        else if (Options.trap_item_brand != CHATTR_NORMAL
                 && is_feature('^', gc))
        {
            learned_something_new(HINT_TRAP_BRAND, gc);
        }
        else if (Options.heap_brand != CHATTR_NORMAL && item.link != NON_ITEM)
            learned_something_new(HINT_HEAP_BRAND, gc);
    }
}

void tutorial_msg(const char *key, bool end)
{
    string text = getHintString(key);
    if (text.empty())
        return mprf(MSGCH_ERROR, "Error, no message for '%s'.", key);

    _replace_static_tags(text);
    text = untag_tiles_console(text);

    if (end)
        screen_end_game(text);

    // "\n" to preserve indented parts, the rest is unwrapped, or split into
    // paragraphs by "\n\n", split_string() will ignore the empty line.
    for (const string &chunk : split_string("\n", text, false))
        mprf(MSGCH_TUTORIAL, "%s", chunk.c_str());

    stop_running();
}
