so we don't have to check in multiple places to make sure that "comes into view" is given before any of the other monster messages.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8572 c06c8d41-db1a-0410-9941-cceddc491573
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if (player_monster_visible(monster)&& !mons_is_submerged(monster)&& !mons_friendly(monster)&& !mons_class_flag(monster->type, M_NO_EXP_GAIN)&& !mons_is_mimic(monster->type)){monsters_seen_this_turn.insert(monster);}
if ((player_monster_visible(monster)|| _mons_was_seen_this_turn(monster))&& !mons_is_submerged( monster )){_handle_seen_interrupt(monster);
if (monster->attitude == ATT_HOSTILE)num_hostile++;
if (monster->attitude == ATT_HOSTILE)num_hostile++;}else
if (player_monster_visible(monster)&& (!mons_is_mimic(monster->type)|| mons_is_known_mimic(monster)))
// Make sure the "comes into view" type messages are displayed before// the spell is cast.if (monsterNearby && player_monster_visible(monster)&& !(monster->flags & MF_WAS_IN_VIEW)){fire_monster_alerts();}
// Make sure the "comes into view" type messages are displayed before// special/nearby abilites are used.void _flush_monster_alerts(const monsters* mons){if (!(mons->flags & MF_WAS_IN_VIEW) && player_monster_visible(mons)&& you_are_delayed()){fire_monster_alerts();}}