Accessibility: Add location info to messages
Adds a new boolean option, accessiblemsg. If on, some game messages are prefixed with direction or location information, for example: (west): The newt bites! (northwest): You find a hidden door. I added the info to the most common messages, but several are still missing it.
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@@ -1824,6 +1824,7 @@ find_trap(struct trap *trap)
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cleared = TRUE;
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}
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set_msg_xy(trap->tx, trap->ty);
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You("find %s.", an(trapname(trap->ttyp, FALSE)));
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if (cleared) {
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@@ -1852,6 +1853,7 @@ mfind0(struct monst *mtmp, boolean via_warning)
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|| hides_under(mtmp->data)
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|| mtmp->data->mlet == S_EEL)) {
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if (via_warning && found_something) {
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set_msg_xy(x, y);
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Your("danger sense causes you to take a second %s.",
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Blind ? "to check nearby" : "look close by");
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display_nhwindow(WIN_MESSAGE, FALSE); /* flush messages */
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@@ -1871,8 +1873,10 @@ mfind0(struct monst *mtmp, boolean via_warning)
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exercise(A_WIS, TRUE);
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if (!canspotmon(mtmp)) {
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map_invisible(x, y);
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set_msg_xy(x, y);
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You_feel("an unseen monster!");
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} else if (!sensemon(mtmp)) {
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set_msg_xy(x, y);
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You("find %s.", mtmp->mtame ? y_monnam(mtmp) : a_monnam(mtmp));
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}
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return 1;
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@@ -1914,6 +1918,7 @@ dosearch0(int aflag) /* intrinsic autosearch vs explicit searching */
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exercise(A_WIS, TRUE);
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nomul(0);
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feel_location(x, y); /* make sure it shows up */
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set_msg_xy(x, y);
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You("find a hidden door.");
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} else if (levl[x][y].typ == SCORR) {
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if (rnl(7 - fund))
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@@ -1923,6 +1928,7 @@ dosearch0(int aflag) /* intrinsic autosearch vs explicit searching */
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exercise(A_WIS, TRUE);
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nomul(0);
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feel_newsym(x, y); /* make sure it shows up */
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set_msg_xy(x, y);
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You("find a hidden passage.");
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} else {
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/* Be careful not to find anything in an SCORR or SDOOR */
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