Add helpless monster macro
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@@ -1325,7 +1325,7 @@ trapeffect_slp_gas_trap(
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boolean in_sight = canseemon(mtmp) || (mtmp == u.usteed);
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if (!resists_sleep(mtmp) && !breathless(mtmp->data)
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&& !mtmp->msleeping && mtmp->mcanmove) {
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&& !helpless(mtmp)) {
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if (sleep_monst(mtmp, rnd(25), -1) && in_sight) {
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pline("%s suddenly falls asleep!", Monnam(mtmp));
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seetrap(trap);
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@@ -2581,7 +2581,7 @@ steedintrap(struct trap* trap, struct obj* otmp)
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break;
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case SLP_GAS_TRAP:
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if (!resists_sleep(steed) && !breathless(steed->data)
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&& !steed->msleeping && steed->mcanmove) {
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&& !helpless(steed)) {
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if (sleep_monst(steed, rnd(25), -1))
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/* no in_sight check here; you can feel it even if blind */
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pline("%s suddenly falls asleep!", Monnam(steed));
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@@ -4687,7 +4687,7 @@ static void
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reward_untrap(struct trap* ttmp, struct monst* mtmp)
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{
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if (!ttmp->madeby_u) {
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if (rnl(10) < 8 && !mtmp->mpeaceful && !mtmp->msleeping
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if (rnl(10) < 8 && !mtmp->mpeaceful && !helpless(mtmp)
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&& !mtmp->mfrozen && !mindless(mtmp->data)
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&& mtmp->data->mlet != S_HUMAN) {
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mtmp->mpeaceful = 1;
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@@ -4868,7 +4868,7 @@ help_monster_out(
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return 1;
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/* Will our hero succeed? */
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if ((uprob = untrap_prob(ttmp)) && !mtmp->msleeping && mtmp->mcanmove) {
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if ((uprob = untrap_prob(ttmp)) && !helpless(mtmp)) {
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You("try to reach out your %s, but %s backs away skeptically.",
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makeplural(body_part(ARM)), mon_nam(mtmp));
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return 1;
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