From: Michael Meyer Date: Thu, 7 Apr 2022 16:51:35 +0000 (-0400) Subject: Add message for failed fountain monster detection X-Git-Url: https://granicus.if.org/sourcecode?a=commitdiff_plain;h=bf53ff9de58247242cdc60afe448c3f43e4bc097;p=nethack Add message for failed fountain monster detection 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. --- diff --git a/src/fountain.c b/src/fountain.c index 5a31c34b8..7f315e972 100644 --- a/src/fountain.c +++ b/src/fountain.c @@ -332,7 +332,8 @@ drinkfountain(void) 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. */