clear any pits that the hero digs in the vault guard's temporary corridor
shattering a monster's weapon didn't work as intended for stack of N>1
don't reveal surface information that you can neither feel or see
-hero already in a pit won't "fall into a chasm" from drum of earthquake
+if the hero or a monster is already in a pit don't have them "fall into a chasm"
+ from drum of earthquake
Platform- and/or Interface-Specific Fixes
if (mtmp) {
if(!is_flyer(mtmp->data) && !is_clinger(mtmp->data)) {
+ boolean m_already_trapped = mtmp->mtrapped;
mtmp->mtrapped = 1;
- if(cansee(x,y))
- pline("%s falls into a chasm!", Monnam(mtmp));
- else if (!Deaf && humanoid(mtmp->data))
- You_hear("a scream!");
+ if (m_already_trapped) { /* suppress messages */
+ if(cansee(x,y))
+ pline("%s falls into a chasm!", Monnam(mtmp));
+ else if (!Deaf && humanoid(mtmp->data))
+ You_hear("a scream!");
+ }
+ /* Falling is okay for falling down
+ within a pit from jostling too */
mselftouch(mtmp, "Falling, ", TRUE);
if (mtmp->mhp > 0)
- if ((mtmp->mhp -= rnd(6)) <= 0) {
+ if ((mtmp->mhp -=
+ rnd(m_already_trapped ? 4 : 6)) <= 0) {
if(!cansee(x,y))
pline("It is destroyed!");
else {