Accessibility: give message for created monsters
Always give a message when creating a detected monster during gameplay (as opposed to during level creation). To prevent the message, use the MM_NOMSG flag for makemon. Most places already handled their own messaging, but there were some, such as bag of tricks, create monster magic and random monsters created during gameplay that didn't.
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+4
-4
@@ -142,7 +142,7 @@ msummon(struct monst *mon)
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xlight = FALSE;
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while (cnt > 0) {
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mtmp = makemon(&mons[dtype], u.ux, u.uy, MM_EMIN);
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mtmp = makemon(&mons[dtype], u.ux, u.uy, MM_EMIN|MM_NOMSG);
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if (mtmp) {
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result++;
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/* an angel's alignment should match the summoner */
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@@ -215,7 +215,7 @@ summon_minion(aligntyp alignment, boolean talk)
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if (mnum == NON_PM) {
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mon = 0;
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} else if (mnum == PM_ANGEL) {
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mon = makemon(&mons[mnum], u.ux, u.uy, MM_EMIN);
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mon = makemon(&mons[mnum], u.ux, u.uy, MM_EMIN|MM_NOMSG);
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if (mon) {
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mon->isminion = 1;
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EMIN(mon)->min_align = alignment;
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@@ -225,14 +225,14 @@ summon_minion(aligntyp alignment, boolean talk)
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&& mnum != PM_ALIGNED_CLERIC && mnum != PM_HIGH_CLERIC) {
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/* This was mons[mnum].pxlth == 0 but is this restriction
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appropriate or necessary now that the structures are separate? */
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mon = makemon(&mons[mnum], u.ux, u.uy, MM_EMIN);
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mon = makemon(&mons[mnum], u.ux, u.uy, MM_EMIN|MM_NOMSG);
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if (mon) {
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mon->isminion = 1;
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EMIN(mon)->min_align = alignment;
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EMIN(mon)->renegade = FALSE;
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}
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} else {
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mon = makemon(&mons[mnum], u.ux, u.uy, NO_MM_FLAGS);
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mon = makemon(&mons[mnum], u.ux, u.uy, MM_NOMSG);
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}
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if (mon) {
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if (talk) {
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