Fix some display update issues
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@@ -2410,9 +2410,7 @@ void monster_attack_pc(short who_att,short target) {
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break;
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}
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if(snd > 0) play_sound(snd);
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print_buf();
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monst_basic_abil(who_att, abil, target);
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put_pc_screen();
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}
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}
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}
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@@ -2420,7 +2418,7 @@ void monster_attack_pc(short who_att,short target) {
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add_string_to_buf(" Misses.");
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play_sound(2);
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}
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mainPtr.display();
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redraw_screen(REFRESH_STATS | REFRESH_TERRAIN | REFRESH_TRANS);
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sf::sleep(time_in_ticks(2));
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combat_posing_monster = -1;
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draw_terrain(2);
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@@ -3109,7 +3107,6 @@ bool monst_cast_mage(cCreature *caster,short targ) {
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break;
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j = get_ran(1,2,3);
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}
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mainPtr.display(); // TODO: Needed?
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sf::sleep(time_in_ticks(12)); // gives sound time to end
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x = get_ran(4,1,4);
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for(i = 0; i < j; i++){
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@@ -3190,7 +3187,6 @@ bool monst_cast_mage(cCreature *caster,short targ) {
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x = get_ran(3,1,4);
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play_sound(25);
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play_sound(-61);
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mainPtr.display(); // TODO: Needed?
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sf::sleep(time_in_ticks(12)); // gives sound time to end
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summon_monster(85,caster->cur_loc,
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((caster->attitude % 2 != 1) ? 0 : 100) + x,caster->attitude);
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@@ -601,6 +601,7 @@ void redraw_screen(int refresh) {
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item_sbar->draw();
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shop_sbar->draw();
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}
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mainPtr.display();
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}
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void put_background() {
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@@ -1508,6 +1509,7 @@ void boom_space(location where,short mode,short type,short damage,short sound) {
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if(fast_bang == 1)
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fast_bang = 2;
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}
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refresh_stat_areas(0);
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where_draw.x = where.x - center.x + 4;
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where_draw.y = where.y - center.y + 4;
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@@ -223,7 +223,6 @@ void Handle_One_Event() {
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}
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flushingInput = false;
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redraw_screen(REFRESH_NONE);
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mainPtr.display();
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return;
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}
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switch(event.type) {
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@@ -287,7 +286,6 @@ void Handle_One_Event() {
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break; // There's several events we don't need to handle at all
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}
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flushingInput = false; // TODO: Could there be a case when the key and mouse input that needs to be flushed has other events interspersed?
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mainPtr.display(); // TODO: I'm assuming this needs to be SOMEWHERE, at least.
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}
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@@ -303,7 +301,6 @@ static void handleUpdateWhileScrolling(volatile bool& doneScrolling, int refresh
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while(!doneScrolling) {
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sf::sleep(sf::milliseconds(10));
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redraw_screen(refresh);
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mainPtr.display();
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}
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}
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@@ -707,7 +704,6 @@ void pause(short length) {
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// Before pausing, make sure the screen is updated.
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redraw_screen(REFRESH_NONE);
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mainPtr.display();
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if(give_delays)
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sf::sleep(time_in_ticks(len));
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@@ -263,7 +263,6 @@ void put_party_in_scen(std::string scen_name) {
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update_explored(univ.scenario.where_start);
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overall_mode = MODE_TOWN;
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redraw_screen(REFRESH_ALL);
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mainPtr.display(); // TODO: Maybe display() should be called in redraw_screen()?
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set_stat_window(0);
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adjust_spell_menus();
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adjust_monst_menu();
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@@ -493,7 +493,6 @@ static void handleUpdateWhileScrolling(volatile bool& doneScrolling) {
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sf::sleep(sf::milliseconds(10));
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// TODO: redraw_screen should probably take the argument specifying what to update
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redraw_screen(/*REFRESH_RIGHT_BAR*/);
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mainPtr.display();
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}
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}
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