/**
 * @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 "describe.h"
#include "end.h"
#include "english.h"
#include "env.h"
#include "fprop.h"
#include "invent.h"
#include "item-prop.h"
#include "item-status-flag-type.h"
#include "items.h"
#include "jobs.h"
#include "libutil.h"
#include "macro.h"
#include "message.h"
#include "mutation.h"
#include "outer-menu.h"
#include "nearby-danger.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 "tilepick-p.h"
#include "travel.h"
#include "viewchar.h"
#include "viewgeom.h"
#include "viewmap.h"
#include "ui.h"

using namespace ui;

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, ostringstream& ostr);
static void         _hints_describe_cloud(int x, int y, ostringstream& ostr);
static void         _hints_describe_feature(int x, int y, ostringstream& ostr);
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 string _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;
    }

    return make_stringf("%c - %s %s %s",
            letter, species_name(_get_hints_species(type)).c_str(),
                    get_job_name(_get_hints_job(type)), desc);
}

static void _fill_newgame_choice_for_hints(newgame_def& choice, hints_types type)
{
    choice.species  = _get_hints_species(type);
    choice.job = _get_hints_job(type);
    // easiest choice for fighters
    choice.weapon = choice.job == JOB_HUNTER ? WPN_SHORTBOW
                                                : WPN_HAND_AXE;
}

// Hints mode selection screen and choice.
void pick_hints(newgame_def& choice)
{
    string prompt = "<white>You must be new here indeed!</white>"
        "\n\n"
        "<cyan>You can be:</cyan>";
    auto prompt_ui = make_shared<Text>(formatted_string::parse_string(prompt));

    auto vbox = make_shared<Box>(Box::VERT);
    vbox->set_cross_alignment(Widget::Align::STRETCH);
    vbox->add_child(prompt_ui);

    auto main_items = make_shared<OuterMenu>(true, 1, 3);
    main_items->set_margin_for_sdl(15, 0);
    main_items->set_margin_for_crt(1, 0);
    vbox->add_child(main_items);

    for (int i = 0; i < 3; i++)
    {
        auto label = make_shared<Text>();
        label->set_text(_print_hints_menu(static_cast<hints_types>(i)));

#ifdef USE_TILE_LOCAL
        auto hbox = make_shared<Box>(Box::HORZ);
        hbox->set_cross_alignment(Widget::Align::CENTER);
        dolls_data doll;
        newgame_def tng = choice;
        _fill_newgame_choice_for_hints(tng, static_cast<hints_types>(i));
        fill_doll_for_newgame(doll, tng);
        auto tile = make_shared<ui::PlayerDoll>(doll);
        tile->set_margin_for_sdl(0, 6, 0, 0);
        hbox->add_child(move(tile));
        hbox->add_child(label);
#endif

        auto btn = make_shared<MenuButton>();
#ifdef USE_TILE_LOCAL
        hbox->set_margin_for_sdl(4,8);
        btn->set_child(move(hbox));
#else
        btn->set_child(move(label));
#endif
        btn->id = i;
        btn->hotkey = 'a' + i;

        if (i == 0)
            main_items->set_initial_focus(btn.get());

        main_items->add_button(btn, 0, i);
    }

    auto sub_items = make_shared<OuterMenu>(false, 1, 2);
    vbox->add_child(sub_items);

    bool cancelled = false;
    bool done = false;
    vbox->on_activate_event([&](const ActivateEvent& event) {
        const auto button = static_pointer_cast<MenuButton>(event.target());
        int id = button->id;
        if (id == CK_ESCAPE)
            return done = cancelled = true;
        else if (id == '*')
            id = random2(HINT_TYPES_NUM);
        Hints.hints_type = id;
        _fill_newgame_choice_for_hints(choice, static_cast<hints_types>(id));
        return done = true;
    });

    main_items->linked_menus[2] = sub_items;
    sub_items->linked_menus[0] = main_items;

    {
        auto label = make_shared<Text>(formatted_string("Esc - Quit", BROWN));
        auto btn = make_shared<MenuButton>();
        btn->set_child(move(label));
        btn->hotkey = CK_ESCAPE;
        btn->id = CK_ESCAPE;
        sub_items->add_button(btn, 0, 0);
    }
    {
        auto label = make_shared<Text>(formatted_string("  * - Random hints mode character", BROWN));
        auto btn = make_shared<MenuButton>();
        btn->set_child(move(label));
        btn->hotkey = '*';
        btn->id = '*';
        sub_items->add_button(btn, 0, 1);
    }

    auto popup = make_shared<ui::Popup>(vbox);

    ui::run_layout(move(popup), done);

    if (cancelled)
    {
#ifdef USE_TILE_WEB
        tiles.send_exit_reason("cancel");
#endif
        game_ended(game_exit::abort);
    }
}

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_FAITH;
        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()
{
    string text = getHintString("welcome");
    _replace_static_tags(text);
    trim_string(text);

    auto prompt_ui = make_shared<Text>(formatted_string::parse_string(text));
    prompt_ui->set_wrap_text(true);
#ifdef USE_TILE_LOCAL
    prompt_ui->max_size().width = 800;
#else
    prompt_ui->max_size().width = 80;
#endif

    bool done = false;
    auto popup = make_shared<ui::Popup>(prompt_ui);
    popup->on_keydown_event([&](const KeyEvent&) { return done = true; });

    mouse_control mc(MOUSE_MODE_MORE);
    ui::run_layout(move(popup), done);
}

// Called each turn from _input. Better name welcome.
void hints_new_turn()
{
    if (!crawl_state.game_is_hints())
        return;

    Hints.hints_just_triggered = false;

    if (you.attribute[ATTR_HELD])
    {
        learned_something_new(HINT_CAUGHT_IN_NET);
        return;
    }

    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();
            return;
        }

        if (you.running
                 || you.hp != you.hp_max
                 || you.magic_points != you.max_magic_points)
        {
            return;
        }

        if (Hints.hints_events[HINT_SHIFT_RUN] && you.num_turns >= 200)
            learned_something_new(HINT_SHIFT_RUN);
        else if (Hints.hints_events[HINT_MAP_VIEW] && you.num_turns >= 500)
            learned_something_new(HINT_MAP_VIEW);
        else if (Hints.hints_events[HINT_AUTO_EXPLORE] && you.num_turns >= 700)
            learned_something_new(HINT_AUTO_EXPLORE);

        return;
    }

    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_BERSERK_COOLDOWN])
    {
        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()
{
    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");
}

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

    if (Hints.hints_just_triggered)
        return;

    // When hungry, give appropriate message
    if (you.hunger_state < HS_SATIATED)
        learned_something_new(HINT_MAKE_CHUNKS);
}

static bool _advise_use_healing_potion()
{
    for (auto &obj : you.inv)
    {
        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 the rest button</w></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", untag_tiles_console(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_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 (auto &obj : you.inv)
    {
        if (!obj.defined())
            continue;

        if (obj.base_type != OBJ_WANDS)
            continue;

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

        // Can it be used to fight?
        switch (obj.sub_type)
        {
        case WAND_FLAME:
        case WAND_PARALYSIS:
        case WAND_ICEBLAST:
        case WAND_ENSLAVEMENT:
        case WAND_ACID:
        case WAND_RANDOM_EFFECTS:
        case WAND_DISINTEGRATION:
        case WAND_CLOUDS:
            return true;
        }
    }

    return false;
}

void hints_monster_seen(const monster& mon)
{
    if (mons_is_firewood(mon))
    {
        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() +
            ". You can learn about any monster by hovering your mouse over it,"
            " and read its description by <w>right-clicking</w> on it.";
    }
    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 look at the help entry for the "
                "<w>M</w>emorisation screen you'll find an explanation of how "
                "to do this.";
        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. ";
    }
    // Sewers can appear on D:3-6, ossuaries D:4-8.
    else
    {
        text =  "is a portal to an optional level, offering extra loot in "
                "exchange for extra danger. There's no penalty for skipping "
                "it, but the portal will disappear if you wait, so you have "
                "to decide now if you want to risk it. ";
    }

    text += "You can enter a portal just like a set of stairs, by standing on "
            "it and <tiles><w>clicking</w></tiles>"
            "<console>pressing <w>></w></console>. "
            "To return, find "
            "<tiles>a similar looking portal.</tiles>"
            "<console>another <w>"
          + stringize_glyph(get_feat_symbol(DNGN_EXIT_SEWER))
          + "</w> - but NOT the ancient stone arch you'll start "
            "out on!</console>";

    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 <w>left-click</w> on it, or press </tiles>"
                "<w>%</w> to quaff it.\n"
                "Once you've identified a potion, either with a scroll of "
                "identification or by drinking it, you'll automatically "
                "recognize all other potions of the same type; this means "
                "it's sometimes useful to drink potions just to identify them.";
        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 <w>left-click</w> on it, or press </tiles>"
                "<w>%</w> to read it.\n"
                "Once you've identified a scroll, either with a scroll of "
                "identification or by reading it, you'll automatically "
                "recognize all other scrolls of the same type; this means "
                "it's sometimes useful to read scrolls just to identify them.";
        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 <w>left-click</w> on it, or press </tiles>"
                "<w>%</w> to evoke it.\n"
                "If you find more wands of the same type, they'll merge "
                "into this wand and add charges to 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>) </console>"
                "If it's a spellbook, you can pick it up to add its spells "
                "to your library. You'll be able to memorise spells from "
                "it via <w>%</w>, and cast them with <w>%</w>.</console>";
        cmd.push_back(CMD_MEMORISE_SPELL);
        cmd.push_back(CMD_CAST_SPELL);

        if (you_worship(GOD_TROG))
        {
            text << god_name(GOD_TROG)
                 << " hates it when you memorise or study magic, though.";
            cmd.push_back(CMD_USE_ABILITY);
        }
        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 <w>left-click</w> on it </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 << "\nYou should probably stick with axes. Checking other "
                    "axes' enchantments can be worthwhile, but weapons can be "
                    "cursed and difficult to remove, so unless you have a "
                    "scroll of remove curse, only wield weapons you're ready "
                    "to be stuck with!";
        }
        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 boomerangs and throwing nets "
                "can be thrown by hand, but other missiles like arrows and "
                "bolts 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 only need to "
                    "bother collecting arrows.";
        }
        else if (Hints.hints_type == HINT_MAGIC_CHAR)
        {
            text << "\nHowever, as a spellslinger, you don't really need "
                    "another type of ranged attack.";
        }
        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 again to "
                "remove it. <w>Right-clicking</w> on it will give more "
                "information.</tiles>"
                "<console>Use <w>%</w> to wear it and <w>%</w> to take it off "
                "again. You can view its properties from your "
                "<w>%</w>nventory.</console>";
        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 <w>left-clicking</w> on it</tiles>"
                ". However, it is usually best to conserve rations, "
                "since raw meat from corpses is generally plentiful.";
        break;

    case HINT_SEEN_CARRION:
        // TODO: Specialcase skeletons!

        if (gc.x <= 0 || gc.y <= 0) // XXX: only relevant for carrion shops?
            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> You can also chop up any corpse that shows up in "
                "the floor part of your inventory region, simply by "
                "<w>left-clicking</w> on it while pressing <w>Shift</w>, and "
                "then eat the resulting chunks with <w>Shift + right-mouse</w>"
                ".</tiles>";
        break;

    case HINT_SEEN_JEWELLERY:
        text << "You have picked up 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 again "
                "to remove it. By <w>right-clicking</w> on it, 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_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> You can wield a staff by <w>left-clicking</w>.</tiles>";
        cmd.push_back(CMD_WIELD_WEAPON);
        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 is appreciated by certain gods.";
        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 downstairs. You can enter the next (deeper) "
                "level by following them down (<w>%</w>). To return to "
                "this level, press <w>%</w> while standing on the "
                "upstairs.";
        cmd.push_back(CMD_GO_DOWNSTAIRS);
        cmd.push_back(CMD_GO_UPSTAIRS);

#ifdef USE_TILE
        text << "\nAlternately, you can <w>left-click</w> on stairs you're "
                "standing on to use them.";
#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 << "This ";
#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 << "is an escape hatch. You can use it to "
                "leave a level with <w>%</w> and <w>%</w> respectively"
#ifdef USE_TILE
                " (or by <w>left-clicking</w>)"
#endif
                ", like stairs; unlike stairs, however, hatches are a one-way "
                " trip, so be careful when descending!";
        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 << "You'll occasionally stumble into 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 << ". Each type of trap has a different effect when stepped on, "
                "like alerting enemies or causing random teleportation.";
        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>right-clicking</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> or <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_GO_UPSTAIRS);
        cmd.push_back(CMD_GO_DOWNSTAIRS);

        if (you_worship(GOD_NO_GOD)
            && Hints.hints_type == HINT_MAGIC_CHAR)
        {
            text << "\n\nThe simplest 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(*shop_at(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 <w>left-clicking</w> on it "
#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 press the corresponding letter "
                "to put them on your shopping list. The game will then remind "
                "you when you gather enough gold to buy them.";
        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 <console>"
                "pressing <w>%</w> while next to it. If there are several "
                "doors, you will then be prompted for a direction.</console>"
                "<tiles>clicking on the door while next to it.</tiles>";
        cmd.push_back(CMD_CLOSE_DOOR);
        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, which is probably in front of something "
                "unusually dangerous. Monsters will never open it. If you do, "
                "the runes will be broken, and it will become a normal door.";
        break;

    case HINT_KILLED_MONSTER:
        text << "Congratulations, your character just gained 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:
        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, and dexterity.";

        if (Hints.hints_type == HINT_MAGIC_CHAR)
        {
            text << "\nGaining an experience level also lets you learn more "
                    "difficult spells. You can memorise a 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);
        }
        break;

    case HINT_SKILL_RAISE:

        text << "One of your skills just reached a milestone. The skills you "
                "use are automatically trained whenever you gain experience, "
                "by killing monsters. By default, experience goes to skills "
                "you actively use. To view or manage your skills, "
#ifdef USE_TILE_WEB
                "type <w>%</w>.";
#else
                "<console>type <w>%</w>.</console>"
                "<tiles>click on the skill tab in the bottom-right.</tiles>";
#endif
        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 that school. Many spells belong to "
                "a combination of several schools, in which case the average "
                "skill in these schools will determine spellcasting success "
                "and power.";
        break;

    case HINT_GAINED_MELEE_SKILL:
        text << "Being skilled with a particular type of weapon will make you "
                "deal slightly more damage and attack significantly faster "
                "with all weapons of that type. It's a good idea to focus on "
                "just one weapon type, usually one you start with, though "
                "finding a particularly good weapon may justify a switch.";
        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 use a melee weapon as a backup "
                "for fighting weak enemies.";
        break;

    case HINT_CHOOSE_STAT:
        text << "Every third level, you get to choose an attribute to raise: "
                "strength, intelligence, or dexterity.\n"
                "<w>Strength</w> makes heavy armour less cumbersome and "
                "slightly increases weapon damage.\n"
                "<w>Intelligence</w> makes your spells more reliable and "
                "powerful.\n"
                "<w>Dexterity</w> increases your evasion and stealth.";
        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. You can search "
                "for full enchantment descriptions by pressing <w>%/T</w>.";
        cmd.push_back(CMD_DISPLAY_CHARACTER_STATUS);
        cmd.push_back(CMD_DISPLAY_COMMANDS);
        cmd.push_back(CMD_DISPLAY_COMMANDS); // yes, twice
        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 wait it out "
                "with <w>%</w>, if you're in combat or lethally poisoned, "
                "you'll probably want 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 has been rotted away! This reduces your"
                "<w>maximum</w> health (your usual maximum health will be "
                "indicated by a number in parentheses).\n"
                "Whenever you drink potions of curing and heal wounds, "
                "some rot will be cured, but you'll be healed less.";
        cmd.push_back(CMD_QUAFF);
        break;

    case HINT_YOU_CURSED:
        text << "Cursed equipment, once worn or wielded, cannot be dropped or "
                "removed. Scrolls of remove curse will remove all curses "
                "from your current equipment.";
        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 starving or near starving.";
        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
        break;

    case HINT_MAKE_CHUNKS:
        text << "How lucky! That monster left a corpse which you can now "
                "<w>%</w>hop up, producing chunks that you can then "
                "<w>%</w>at.";
        cmd.push_back(CMD_BUTCHER);
        cmd.push_back(CMD_EAT);
        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 on the 'rest' button,"
#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. "
                "If you don't have a source of see invisibility, you can find "
                "invisible monsters by luring them into shallow water, opaque "
                "clouds (from a scroll of fog), or a corridor, where their "
                "movements will be more predictable. If things go south, try "
                "teleporting out, or leaving the level entirely!";

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

            // XXX: replace this with an explanation of autopickup toggles?
    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. Killing monsters while berserking "
                "makes it last longer.";
        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. You won't be able to berserk "
                "again until enough time passes for your exhaustion to fade.";
        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 usually an option!";
        }

        if (you_worship(GOD_TROG) && you.can_go_berserk())
        {
            text << "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);
        }

        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.";

        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 gods Zin and Jiyva will cure your "
                "mutations. 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:
            // TODO: update me
            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_LOCAL
                    " or via <w>mouseclick</w> in the <w>command panel</w>"
#endif
                    "). Once flying, keep an eye on the status line and "
                    "messages, as most forms of flight have a limited "
                    "duration.";
        }
        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_LOCAL
                " 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_LOCAL
        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;

            // TODO: rethink this v
    case HINT_CONVERT:
        switch (you.religion)
        {
                // gods without traditional piety
            case GOD_XOM:
                return print_hint("HINT_CONVERT Xom");
            case GOD_GOZAG:
                return print_hint("HINT_CONVERT Gozag");
            case GOD_RU:
                return print_hint("HINT_CONVERT Ru");
            // usk?
            default:
                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 heretical 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 (god_iterator it; it; ++it)
            if (you.worshipped[*it] > 0)
            {
                old_god = *it;
                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 if (god_hates_your_god(old_god))
            {
                text << "Looks like " << old_god_name << " didn't appreciate "
                        "your converting to " << new_god_name << "! (Actually, "
                        "only the three good gods will usually 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>.";
        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_is_threatening(*m))
        {
            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_can_shout(m->type))
        {
            text << "Uh-oh, that monster noticed you! Fortunately, it "
                    "didn't make any noise, but many monsters do make "
                    "noise when they notice you. That 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 "
                "chase after items on the ground. If 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_LOCAL
                    "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;
    }
            // XXX: remove this?
    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 from "
                "miscasting spells. ";

        if (!player_severe_contamination())
        {
            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.";
        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 || you.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_LOCAL
             << "(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: // lmao
        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 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 << "Animate Skeleton works on the corpse of any monster that has "
                "a skeleton inside, and will also butcher them automatically.";
        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);
        else
            output = untag_tiles_console(output); // also in insert_commands
        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());
}

// Explains the basics of the skill screen. Don't bother the player with the
// aptitude information.
string hints_skills_info()
{
    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. <w>Training</w> displays training percentages. "
        "<w>Costs</w> displays relative training costs. "
        "<w>Targets</w> displays skill training targets. "
        "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.";
    text << broken;
    text << "</" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";

    return text.str();
}

string hints_skill_training_info()
{
    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_skill_costs_info()
{
    ostringstream text;
    text << "<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";
    string broken = "The training cost (in <cyan>cyan</cyan>) "
        "shows the experience cost to raise the given skill one level, "
        "relative to the cost of raising an aptitude zero skill from level "
        "zero to level one.";
    text << broken;
    text << "</" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";

    return text.str();
}

string hints_skill_targets_info()
{
    ostringstream text;
    text << "<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";
    string broken = "Press the letter of a skill to set a training target. "
        "When the target is reached a message will appear and "
        "the training of the skill will be disabled.";
    text << broken;
    text << "</" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";

    return text.str();
}

string hints_skills_description_info()
{
    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 });

    return result;
}

string hints_memorise_info()
{
    // TODO: this should probably be in z or I, but adding it to the memorise
    // menu was easier for the moment.
    ostringstream text;
    vector<command_type> cmd;
    text << "<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";
    string m = "This screen shows the spells in your spell library. From here "
               "you can memorise spells by selecting them, as well as view "
               "spell descriptions, search for them, and organize them. As a "
               "conjurer, you start with five memorisable spells, and one "
               "already memorised: Magic Dart. (To view memorised spells, you "
               "can exit this menu and select <w>I</w>.)";

    if (player_has_available_spells())
    {
        m += "\n\nA spell that isn't <darkgray>grayed out</darkgray> or "
             "<lightred>forbidden</lightred> can be "
             "memorised right away by selecting it at this menu.";
    }
    else
    {
        m += "\n\nYou cannot memorise any ";
        m += (you.spell_no ? "more " : "");
        m += "spells right now. This will change as you grow in levels and "
             "Spellcasting proficiency. ";
    }

    if (you.spell_no)
    {
        m += "\n\nTo use magic, ";
#ifdef USE_TILE
        m += "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
        m += "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);
    }

    if (you.spell_no)
        m += _hints_target_mode(true);
    linebreak_string(m, _get_hints_cols());
    if (!cmd.empty())
        insert_commands(m, cmd);
    text << m;

    return text.str();
}

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 ";
    if (item.slot)
    {
        result += "<w>";
        result += item.slot;
        result += "</w> for";
    }
    else
    {
        // you don't have this/these stuff(s) at present
        result += "select ";
    }
    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 });
    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.
string 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))
                {
                    // 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))
                {
                    // 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;
                }
                else
                    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.";

                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) == launch_retval::LAUNCHED)
            {
                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, until you've gained enough Shields "
                        "skill to remove 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.";
                }
                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 stick to its "
                        "wearer when equipped, and cannot be removed until "
                        "you read 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 efficiently and will "
                        "level up faster.";
                cmd.push_back(CMD_READ);
            }
            else // It's a spellbook!
            {
                ostr << "\nIt's a book, you can pick it up to add its "
                        "spells to your spell library. (View your spell "
                        " library with <w>%</w>";
                cmd.push_back(CMD_MEMORISE_SPELL);
            }
            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 << "Most corpses can be <w>%</w>hopped into edible chunks.";
            cmd.push_back(CMD_BUTCHER);
            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:
            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);
    return broken;
}

// 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_at(coord_def(x, y))
           || _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);
}

string hints_describe_pos(int x, int y)
{
    ostringstream ostr;
    _hints_describe_disturbance(x, y, ostr);
    _hints_describe_cloud(x, y, ostr);
    _hints_describe_feature(x, y, ostr);
    if (ostr.str().empty())
        return "";
    return "\n<" + colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) + ">"
            + ostr.str()
            + "</" + colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) + ">";
}

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

    if (!ostr.str().empty())
        ostr << "\n\n";

    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_TELEPORT_PERMANENT:
    case DNGN_TRAP_ALARM:
    case DNGN_TRAP_ZOT:
#if TAG_MAJOR_VERSION == 34
    case DNGN_TRAP_MECHANICAL:
#endif
    case DNGN_TRAP_ARROW:
    case DNGN_TRAP_SPEAR:
    case DNGN_TRAP_BLADE:
    case DNGN_TRAP_DART:
    case DNGN_TRAP_BOLT:
    case DNGN_TRAP_NET:
    case DNGN_TRAP_PLATE:
        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_CLOSED_CLEAR_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);

            // TODO: mention Gozag here?
            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>></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>></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 side 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 will spatter the surroundings with blood"
                " (if the victim has any, that is). Some monsters, like jackals "
                "or vampires, can smell blood from a distance and may come "
                "looking.";
    }
}

static void _hints_describe_cloud(int x, int y, ostringstream& ostr)
{
    cloud_struct* cloud = cloud_at(coord_def(x, y));
    if (!cloud)
        return;

    const string cname = cloud->cloud_name(true);
    const cloud_type ctype = cloud->type;

    if (!ostr.str().empty())
        ostr << "\n\n";

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

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

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

    if (is_opaque_cloud(ctype))
    {
        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.";
    }
}

static void _hints_describe_disturbance(int x, int y, ostringstream& ostr)
{
    if (!_water_is_disturbed(x, y))
        return;
    if (!ostr.str().empty())
        ostr << "\n\n";
    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.";
}

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) && !mon->airborne();
}

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)
{
    ostringstream ostr;
    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 nearby 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.";
    }

    if (ostr.str().empty())
        return "";
    return "\n<" + colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) + ">"
            + ostr.str()
            + "</" + colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) + ">";
}

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 (feat_is_runed(grd(gc)))
        learned_something_new(HINT_SEEN_RUNED_DOOR, gc);
    else if (feat_is_door(grd(gc)))
        learned_something_new(HINT_SEEN_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());

    // tutorial_msg can get called in an vault epilogue during --builddb,
    // which can lead to a crash on tiles builds in runrest::stop as
    // there is no `tiles`. This seemed like the best place to fix this.
    #ifdef USE_TILE_LOCAL
    if (!crawl_state.tiles_disabled)
    #endif
        stop_running();
}
