immediately moving out of view then give a "<monster> moves out of view" message so the player will know why there's no monster in view.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8770 c06c8d41-db1a-0410-9941-cceddc491573
RLWG3QYUGEXTUSIAHTNCBPUA5VJX43HJPSJR7ARLXXHKYTGD2IQQC 3AHBZKKPY2442S3VT5GLGGYWEK4LHJ52XKVD4TQXE7ULO3EB2G5QC RPOZZWKG5GLPHVZZ7ZKMKS64ZMV2LDCQSARBJFJ6FZOTOKCQO7FAC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC W7NPLUDMUCJ3UGIQTUTDAHXM2HPDC6VTUUWZLO3VR5HDC4YB5BCAC SIDH2P7NBIG5KEOE27XHD3ZT2NQ2OJZFN6VZXWNWYFFY5YVXSSVQC NNG27Y5ZQAZX6UD7F7M4F6KEZBEDFXPEEC3LFUSX4ESKT7K6UJQAC OSGS3PH2L5CBTDVZCZS6OCFQNA4A7RMEXBYJQB7DDZBYYJW7QSSAC // The monster gave a "comes into view" message and then immediately// moved back out of view, leaing the player nothing to see, so give// this message to avoid confusion.if (monster->seen_context == _just_seen && !see_grid(f))simple_monster_message(monster, " moves out of view.");