because you don't see remembered terrain while underwater;
although the hero can attack an adjacent monster this way,
assume he can't reach out far enough to distinguish terrain */
- Sprintf(buf, (Is_waterlevel(&u.uz) && levl[x][y].typ == AIR)
- ? "an air bubble"
- : "nothing");
+ Sprintf(buf, "%s",
+ (Is_waterlevel(&u.uz) && levl[x][y].typ == AIR)
+ ? "an air bubble"
+ : "nothing");
} else if (solid) {
/* glyph might indicate unseen terrain if hero is blind;
unlike searching, this won't reveal what that terrain is