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.
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@@ -332,7 +332,8 @@ drinkfountain(void)
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exercise(A_WIS, TRUE);
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exercise(A_WIS, TRUE);
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break;
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break;
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case 26: /* See Monsters */
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case 26: /* See Monsters */
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(void) monster_detect((struct obj *) 0, 0);
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if (monster_detect((struct obj *) 0, 0))
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pline_The("%s tastes like nothing.", hliquid("water"));
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exercise(A_WIS, TRUE);
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exercise(A_WIS, TRUE);
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break;
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break;
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case 27: /* Find a gem in the sparkling waters. */
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case 27: /* Find a gem in the sparkling waters. */
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