Added code to flooreffects() to implement this suggestion from <Someone>.
It kicks in while blind, only affects objects of some bulk, and also only
things dropped at your location. The map_background currently doesn't
do anything since the dropped object is remembered on top, but this will
avoid a bug if we ever add invisible objects.
} else if (is_lava(x, y)) {
return fire_damage(obj, FALSE, FALSE, x, y);
} else if (is_pool(x, y)) {
+ /* Reasonably bulky objects (arbitrary) splash when dropped.
+ * Stuff dropped near fountains always misses */
+ if (Blind && flags.soundok && ((x == u.ux) && (y == u.uy)) &&
+ weight(obj) > 9) {
+ pline("Splash!");
+ map_background(x, y, 0);
+ newsym(x, y);
+ }
water_damage(obj, FALSE, FALSE);
}
return FALSE;