more chest->tknown handling
Disarming a chest trap was setting obj->tknown = 0 even though the hero just discovered that it isn't trapped. Triggering a chest trap behaved similarly. Since there are no repeating chest traps, hero should know that the chest whose trap just went off is no longer trapped. chest_trap() didn't document its return value but was clearly meant to return True if the chest was destroyed. It didn't handle that correctly when the chest was being carried. However, none of the callers actually use the return value. [This fix tracks whether the chest gets deleted; a better fix would be to destroy an exploding chest even when it is being carried.]
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@@ -2100,6 +2100,9 @@ having a 1% chance of creating rideable monsters with worn saddle gave knights
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tracked with other objects so produced a trivial memory leak
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when attacking a displacer beast, using the 'F' forcefight prefix prevented it
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from swapping places with the hero
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successfully disarming a chest trap was clearing the chest's 'tknown' bit
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instead of setting it; likewise when failing to disarm triggered and
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used up the trap
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Fixes to 3.7.0-x Platform and/or Interface Problems Exposed Via git Repository
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