Under the old system, the delay was interrupted when the monster got an attack round against the player; if the monster is invisible and misses, the player received no message, but delays were interrupted.
Under the new system, the delay is interrupted only if the player perceives the attempted attack (if the player shield-blocks, or the attacker is visible, or the player actually takes a hit).
Also fixed the old behaviour where you would not be aware of an unseen horror if it hits but does no damage.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@816 c06c8d41-db1a-0410-9941-cceddc491573
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simple_monster_message(attacker,
" tries to attack you, but is repelled by your holy aura.");
if (simple_monster_message(
attacker,
" tries to attack you, but is repelled by your holy aura."))
interrupt_activity( AI_MONSTER_ATTACKS, attacker );