When breaking a wand of sleep, don't print the message "the sleep ray
hits you!" since it produces an area effect/explosion rather than a ray.
For a couple other wands, !ordinary (wand breakage) effects don't
produce a message (I assume because the do_break_wand feedback is
considered sufficient), but I put in an alternative message for the
explosion since I think it's important to inform the player the hero has
fallen asleep.
break;
case 4:
adstr = (olet == WAND_CLASS) ? "death field"
- : "disintegration field";
+ : "disintegration field";
adtyp = AD_DISN;
break;
case 5:
You("don't feel sleepy!");
monstseesu(M_SEEN_SLEEP);
} else {
- pline_The("sleep ray hits you!");
+ if (ordinary)
+ pline_The("sleep ray hits you!");
+ else
+ You("fall alseep!");
fall_asleep(-rnd(50), TRUE);
}
break;