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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11
src/shk.c
11
src/shk.c
@@ -1046,7 +1046,7 @@ home_shk(register struct monst* shkp, register boolean killkops)
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{
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register xchar x = ESHK(shkp)->shk.x, y = ESHK(shkp)->shk.y;
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(void) mnearto(shkp, x, y, TRUE);
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(void) mnearto(shkp, x, y, TRUE, RLOC_MSG);
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g.level.flags.has_shop = 1;
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if (killkops) {
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kops_gone(TRUE);
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@@ -3440,7 +3440,8 @@ shkcatch(register struct obj* obj, register xchar x, register xchar y)
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&& dist2(shkp->mx, shkp->my, x, y) < 3
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/* if it is the shk's pos, you hit and anger him */
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&& (shkp->mx != x || shkp->my != y)) {
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if (mnearto(shkp, x, y, TRUE) == 2 && !Deaf && !muteshk(shkp))
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if (mnearto(shkp, x, y, TRUE, RLOC_NOMSG) == 2
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&& !Deaf && !muteshk(shkp))
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verbalize("Out of my way, scum!");
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if (cansee(x, y)) {
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pline("%s nimbly%s catches %s.", Shknam(shkp),
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@@ -4053,7 +4054,7 @@ shopdig(register int fall)
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#endif
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}
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if (distu(shkp->mx, shkp->my) > 2) {
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mnexto(shkp);
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mnexto(shkp, RLOC_MSG);
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/* for some reason the shopkeeper can't come next to you */
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if (distu(shkp->mx, shkp->my) > 2) {
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if (lang == 2)
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@@ -4197,7 +4198,7 @@ pay_for_damage(const char* dmgstr, boolean cant_mollify)
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if (um_dist(shkp->mx, shkp->my, 1)
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&& !um_dist(shkp->mx, shkp->my, 3)) {
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pline("%s leaps towards you!", Shknam(shkp));
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mnexto(shkp);
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mnexto(shkp, RLOC_NOMSG);
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}
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pursue = um_dist(shkp->mx, shkp->my, 1);
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if (pursue)
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@@ -4226,7 +4227,7 @@ pay_for_damage(const char* dmgstr, boolean cant_mollify)
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growl(shkp);
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}
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}
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(void) mnearto(shkp, x, y, TRUE);
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(void) mnearto(shkp, x, y, TRUE, RLOC_MSG);
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}
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if ((um_dist(x, y, 1) && !uinshp) || cant_mollify
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