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authorzelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573>2009-01-20 07:39:59 +0000
committerzelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573>2009-01-20 07:39:59 +0000
commite3a40721bf278235aa56dc0c39b8f3cb4e6cd179 (patch)
treee4320afa308a474229574182d7ff34a61c6b334c /crawl-ref/source/view.cc
parent9e60cc1e813f6575d09d8daad12a893b69145091 (diff)
downloadcrawl-ref-e3a40721bf278235aa56dc0c39b8f3cb4e6cd179.tar.gz
crawl-ref-e3a40721bf278235aa56dc0c39b8f3cb4e6cd179.zip
Yet another attempt to fix problems with the monster "comes into view"
messsages. Such messages are not not flushed immediately upon the monster coming into view, but: 1) After world_reacts() is done. 2) When mpr() is called and the player is either delayed or repeating a command. This should make sure that the "comes into view" message comes before any other messages the monster might give, and also fix the problem of the player moving into a monster's LOS, getting a "comes into view" message, and the monster then moving back out of LOS during the immediately following world_reacts(), which would leave the player puzzled as to why there's no monster in view. As part of the change you.turn_is_over is set to true as soon as world_reacts() starts, which might cause bugs in other places, yet some play testing indicates that it's okay. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8621 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/view.cc')
-rw-r--r--crawl-ref/source/view.cc20
1 files changed, 11 insertions, 9 deletions
diff --git a/crawl-ref/source/view.cc b/crawl-ref/source/view.cc
index 9066ba744c..f7a62bc8a7 100644
--- a/crawl-ref/source/view.cc
+++ b/crawl-ref/source/view.cc
@@ -1224,9 +1224,6 @@ void monster_grid(bool do_updates)
if (monster->alive() && mons_near(monster))
{
- if (player_monster_visible(monster))
- _handle_seen_interrupt(monster);
-
if (do_updates && (mons_is_sleeping(monster)
|| mons_is_wandering(monster))
&& check_awaken(monster))
@@ -1277,12 +1274,6 @@ void update_monsters_in_view()
if (!monster->alive())
continue;
- monster->flags &= ~MF_WAS_IN_VIEW;
-
- // If the monster hasn't been seen by the time that the player
- // gets control back then seen_context is out of date.
- monster->seen_context.clear();
-
if (mons_near(monster))
{
if (monster->attitude == ATT_HOSTILE)
@@ -1292,9 +1283,20 @@ void update_monsters_in_view()
&& (!mons_is_mimic(monster->type)
|| mons_is_known_mimic(monster)))
{
+ if (!(monster->flags & MF_WAS_IN_VIEW) && you.turn_is_over)
+ _handle_seen_interrupt(monster);
+
seen_monster(monster);
}
+ else
+ monster->flags &= ~MF_WAS_IN_VIEW;
}
+ else
+ monster->flags &= ~MF_WAS_IN_VIEW;
+
+ // If the monster hasn't been seen by the time that the player
+ // gets control back then seen_context is out of date.
+ monster->seen_context.clear();
}
// Xom thinks it's hilarious the way the player picks up an ever