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author | zelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573> | 2009-01-20 10:41:45 +0000 |
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committer | zelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573> | 2009-01-20 10:41:45 +0000 |
commit | 9c8871bc3e50d51e3898ff5594b9d4f73f15c55b (patch) | |
tree | 1f440752e7877fb9e626fa44c35d82d154939d73 /crawl-ref/source/monstuff.cc | |
parent | 68b3b5ac3474ceac470591c2a19e8e15b7d9d2ee (diff) | |
download | crawl-ref-9c8871bc3e50d51e3898ff5594b9d4f73f15c55b.tar.gz crawl-ref-9c8871bc3e50d51e3898ff5594b9d4f73f15c55b.zip |
Make extra-sure that a monster won't be announced to have come into view, only
to immediately move out of view, by introducing the notion of the currently
acting monster to crawl_state, and only flushing out the "comes into view"
message in mpr() for the currently acting monster. Not sure if it's worth it
just for the sake of avoiding doing a "has this monster just now come into
view" check in every place that a monster might issue a message, but at least
this way we won't miss any places such a check should be placed.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8623 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/monstuff.cc')
-rw-r--r-- | crawl-ref/source/monstuff.cc | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/crawl-ref/source/monstuff.cc b/crawl-ref/source/monstuff.cc index f59f53f4ce..088619dde6 100644 --- a/crawl-ref/source/monstuff.cc +++ b/crawl-ref/source/monstuff.cc @@ -1030,6 +1030,8 @@ int monster_die(monsters *monster, killer_type killer, if (!silent && _monster_avoided_death(monster, killer, killer_index)) return (-1); + crawl_state.inc_mon_acting(monster); + mons_clear_trapping_net(monster); // Update list of monsters beholding player. @@ -1662,6 +1664,7 @@ int monster_die(monsters *monster, killer_type killer, // don't clutter up mitm[] monster->destroy_inventory(); + crawl_state.dec_mon_acting(monster); monster_cleanup(monster); // Force redraw for monsters that die. @@ -1676,6 +1679,8 @@ int monster_die(monsters *monster, killer_type killer, void monster_cleanup(monsters *monster) { + crawl_state.mon_gone(monster); + unsigned int monster_killed = monster_index(monster); monster->reset(); @@ -6739,6 +6744,8 @@ static void _handle_monster_move(int i, monsters *monster) return; } + mon_acting mact(monster); + _monster_add_energy(monster); // Handle clouds on nonmoving monsters. |