From 4d1aa77622fdaf6ae8c985ee42c41dce96278ccc Mon Sep 17 00:00:00 2001 From: Robert Vollmert Date: Mon, 16 Nov 2009 21:08:02 +0100 Subject: Disable tutorial waking monsters. Tutorial shouldn't have side-effects; also, the "may stab" brand can still be explained later. In console debug + tutorial, this was causing an assertion. Briefly: Handle_seen_interrupt issues a monster "newly seen" interrupt, which calls tutorial_first_monster, which in turn alerts the monster, which causes it to shout, which calls learned_something_new(MONSTER_SHOUT), which prints a message, which issues a message interrupt, which issues another message, which calls flush_comes_into_view, which interrupts with the same monster again, but now "just seen", which causes an assertion. --- crawl-ref/source/tutorial.cc | 7 ------- 1 file changed, 7 deletions(-) (limited to 'crawl-ref/source/tutorial.cc') diff --git a/crawl-ref/source/tutorial.cc b/crawl-ref/source/tutorial.cc index 8e851279e6..b7ab40b522 100644 --- a/crawl-ref/source/tutorial.cc +++ b/crawl-ref/source/tutorial.cc @@ -1311,13 +1311,6 @@ void tutorial_first_monster(const monsters &mon) return; } - if (_mons_is_highlighted(&mon)) - { - // Make first monster notice player, so we can explain the brand - // some time later. - monsters *m = monster_at(mon.pos()); - behaviour_event( m, ME_ALERT, MHITYOU, you.pos() ); - } stop_running(); Options.tutorial_events[TUT_SEEN_MONSTER] = false; -- cgit v1.2.3-54-g00ecf