still more Master Key of Thievery
Make #untrap while carrying the non-cursed (for rogues) or blessed (for non-rogues) Key work the same as #invoke has been doing (without regard to its bless/curse state): when used on trapped door or chest, that trap will always be found and disarming it will always succeed. It should work when carried by monsters too: if they try to open a trapped door while carrying the Key (must be blessed since they're not rogues) the trap will be automatically disarmed. (Caveat: that hasn't been adequately tested.) TODO (maybe...): change the #invoke property to detect unseen/secret door detection instead of #untrap. The latter isn't completely redundant; it works when the Key is cursed. But quest artifacts strongly resist becoming cursed so that isn't a particularly useful distinction. Also, trap hints when wielding the Key without gloves didn't notice adjacent door and chest traps. Now it does. And the behavior is slightly different: known traps covered by objects or monsters are treated like unknown traps as far as the hot/cold hints go.
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@@ -4256,6 +4256,11 @@ boolean force;
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pline_The("perils lurking there are beyond your grasp.");
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return 0;
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}
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/* 'force' is true for #invoke; make it be true for #untrap if
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carrying MKoT */
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if (!force && has_magic_key(&youmonst))
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force = TRUE;
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ttmp = t_at(x, y);
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if (ttmp && !ttmp->tseen)
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ttmp = 0;
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