When the fountain quaffing monster detection effect was triggered on a
level without any monsters, no message would be printed. I think this
was the only scenario where drinking from a fountain wouldn't print
anything, so it stood out as unusual.
Print a messsage in the case monster detection fails, to make it
consistent with other fountain effects and ensure it's clear the hero
did still drink from the fountain on that turn. I used "the water
tastes like nothing" for the (sort of tenuous) connection to there being
nothing living on the level, but there might be a better message to put
in there.
exercise(A_WIS, TRUE);
break;
case 26: /* See Monsters */
- (void) monster_detect((struct obj *) 0, 0);
+ if (monster_detect((struct obj *) 0, 0))
+ pline_The("%s tastes like nothing.", hliquid("water"));
exercise(A_WIS, TRUE);
break;
case 27: /* Find a gem in the sparkling waters. */