it more interesting. The rest is mostly clean-up.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6307 c06c8d41-db1a-0410-9941-cceddc491573
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if (Options.tutorial_type != TUT_BERSERK_CHAR)
return;
text << "While unsporting, it is sometimes useful to attack a "
"fleeing monster by throwing something after it. To do this, "
#ifdef USE_TILE
"you can choose your firing ammunition by <w>left-clicking</w> "
"on it with your mouse. "
"In the case of weapons (rather than missiles) you need to "
"be pressing <w>Ctrl</w> at the same time, to distinguish "
"the action from wielding. Then target the monster by "
"clicking on it."
#else
"press <w>f</w>, choose a throwing weapon, e.g. one of your "
"spears, use <w>+</w> to select a monster and press "
"<w>.</w>, <w>f</w> or <w>Enter</w>. The closest monster "
"will be autoselected. If you've got the fire_order option "
"set you can directly use <w>ff</w> or <w>f+.</w> instead; "
"the game will pick the first weapon that fits the option."
#endif
"\nIf you miss, you can fire at it again with <w>ff</w>.";
text << "Now that monster is scared of you! Note that you do not "
"absolutely have to follow it. Rather, you can let it run "
"away. Sometimes, though, it can be useful to attack a "
"fleeing creature by throwing something after it. If you "
"have any daggers or hand axes in your <w>i</w>nventory you "
"can look at one of them to read an explanation of how to do "
"this.";
wall = IDX_WALL_UNDEAD;
switch (env.rock_colour)
{
case YELLOW:
case BROWN:
wall = IDX_WALL_HIVE;
break;
case RED:
case LIGHTRED:
wall = IDX_WALL_PEBBLE_RED;
break;
case GREEN:
case LIGHTGREEN:
wall = IDX_WALL_SLIME;
break;
case BLUE:
wall = IDX_WALL_ICE;
break;
case LIGHTGRAY:
case WHITE:
wall = IDX_WALL_HALL;
break;
default:
wall = IDX_WALL_UNDEAD;
break;
}