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authorAdam Borowski <kilobyte@angband.pl>2013-03-10 13:19:44 +0100
committerAdam Borowski <kilobyte@angband.pl>2013-03-10 13:21:08 +0100
commitd0f404d15ec53bb7a705bfdbc4da1ebe10844d96 (patch)
treee04a08ed75a14b9800febbd107e49b288dc61b41 /crawl-ref/source/startup.cc
parent3acc8e199911d5a5a4e0df97198de3ff8d8542f9 (diff)
downloadcrawl-ref-d0f404d15ec53bb7a705bfdbc4da1ebe10844d96.tar.gz
crawl-ref-d0f404d15ec53bb7a705bfdbc4da1ebe10844d96.zip
Simplify.
Neither zapping monsters in LOS nor marking inventory items can affect tiles out of view.
Diffstat (limited to 'crawl-ref/source/startup.cc')
-rw-r--r--crawl-ref/source/startup.cc11
1 files changed, 4 insertions, 7 deletions
diff --git a/crawl-ref/source/startup.cc b/crawl-ref/source/startup.cc
index 4d05c70285..d58c62a74e 100644
--- a/crawl-ref/source/startup.cc
+++ b/crawl-ref/source/startup.cc
@@ -282,6 +282,7 @@ static void _post_init(bool newc)
ash_check_bondage(false);
trackers_init_new_level(false);
+ tile_new_level(newc);
if (newc) // start a new game
{
@@ -293,14 +294,10 @@ static void _post_init(bool newc)
// For a new game, wipe out monsters in LOS, and
// for new hints mode games also the items.
zap_los_monsters(Hints.hints_events[HINT_SEEN_FIRST_OBJECT]);
- }
- tile_new_level(newc);
-
- // For ZotDef, map the level *after* assigning tiles so the tiles
- // propagate properly out of LoS and the view doesn't look black.
- if (newc && crawl_state.game_is_zotdef())
- fully_map_level();
+ if (crawl_state.game_is_zotdef())
+ fully_map_level();
+ }
// This just puts the view up for the first turn.
viewwindow();