Accessibility: give a message when teleporting a monster
Teleporting a monster only updated the map. Give a message so blind players can get the same information. Making a monster invisible gives the same message, if you cannot detect invisible. Several other places where monsters teleported themselves now also give the same message.
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10
src/mkmaze.c
10
src/mkmaze.c
@@ -334,7 +334,7 @@ put_lregion_here(
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if ((mtmp = m_at(x, y)) != 0) {
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/* move the monster if no choice, or just try again */
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if (oneshot) {
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if (!rloc(mtmp, TRUE))
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if (!rloc(mtmp, RLOC_NOMSG))
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m_into_limbo(mtmp);
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} else
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return FALSE;
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@@ -431,7 +431,7 @@ baalz_fixup(void)
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levl[x][y].typ = (levl[x][y].typ == TLWALL) ? BRCORNER : BLCORNER;
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levl[x][y + 1].typ = HWALL;
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if ((mtmp = m_at(x, y)) != 0) /* something at temporary pool... */
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(void) rloc(mtmp, FALSE);
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(void) rloc(mtmp, RLOC_ERR|RLOC_NOMSG);
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}
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x = g.bughack.delarea.x2, y = g.bughack.delarea.y2;
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@@ -440,7 +440,7 @@ baalz_fixup(void)
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levl[x][y].typ = (levl[x][y].typ == TLWALL) ? TRCORNER : TLCORNER;
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levl[x][y - 1].typ = HWALL;
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if ((mtmp = m_at(x, y)) != 0) /* something at temporary pool... */
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(void) rloc(mtmp, FALSE);
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(void) rloc(mtmp, RLOC_ERR|RLOC_NOMSG);
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}
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/* reset bughack region; set low end to <COLNO,ROWNO> so that
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@@ -1867,7 +1867,7 @@ mv_bubble(struct bubble* b, int dx, int dy, boolean ini)
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/* mnearto() might fail. We can jump right to elemental_clog
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from here rather than deal_with_overcrowding() */
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if (!mnearto(mon, cons->x, cons->y, TRUE))
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if (!mnearto(mon, cons->x, cons->y, TRUE, RLOC_NOMSG))
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elemental_clog(mon);
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break;
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}
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@@ -1880,7 +1880,7 @@ mv_bubble(struct bubble* b, int dx, int dy, boolean ini)
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newsym(ux0, uy0); /* clean up old position */
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if (mtmp) {
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mnexto(mtmp);
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mnexto(mtmp, RLOC_NOMSG);
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}
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break;
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}
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