farlook when underwater
Replace "dark part of a room" with something more sensible when examining the map while underwater where water/lava/ice within the 3x3 grid centered on the hero is all that can be seen. Adjacent non-water, non-lava, non-ice spots are now described as "land". (Note: this stuff doesn't apply on the Plane of Water where being underwater gets handled differently.) Spots outside that 3x3 grid are now described as "unreconnoitered", which sounds a bit odd but I couldn't come up with anything better. "Not visible" is accurate when the hero can see but needs adjusting when he can't, bringing us right back to the current conundrum. I suppose "not accessible" might be viable but nitpickers would consider it to be inaccurate if hero has teleport capability. (There are a couple of references to "unknown" from earlier versions of this revision. I think "a ghost or unexplored or unknown or land or air (land)" is the only place left where the player might see it, and it seems reasonable there, although perhaps it ought to be changed to "unreconnoitered".) Also fix farlook while swallowed and blind, where blindness was overriding swallower Id even though it doesn't do so for mon_nam() and things which use that like combat feedback.
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@@ -245,6 +245,10 @@ after using detection magic or #terrain while underwater, then leaving water
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change #terrain used while underwater to view the regular map rather than the
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crippled underwater one
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can see or feel adjacent lava or ice when underwater
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farlook when underwater now reports "land" for adjacent non-{water,lava,ice}
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and "unreconnoitered" for non-adjacent anything, instead of "dark part
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of a room" for the former and either dark-room or "unexplored" for the
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latter depending upon whether the spot had previously been scouted
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Fixes to Post-3.6.0 Problems that Were Exposed Via git Respository
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