Make the wand of wishing chest immune to trapping
This eliminates a source of very random, unpreventable frustration to players.
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@@ -209,7 +209,8 @@ quantity ST_RET(QUANTITY_ID);
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buried ST_RET(BURIED_ID);
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eroded ST_RET(ERODED_ID);
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erodeproof ST_RET(ERODEPROOF_ID);
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trapped ST_RET(TRAPPED_ID);
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trapped { savetoken(yytext); yylval.i=1; return TRAPPED_STATE; }
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not_trapped { savetoken(yytext); yylval.i=0; return TRAPPED_STATE; }
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recharged ST_RET(RECHARGED_ID);
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invisible ST_RET(INVIS_ID);
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greased ST_RET(GREASED_ID);
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@@ -204,7 +204,7 @@ extern char curr_token[512];
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%token <i> QUANTITY_ID BURIED_ID LOOP_ID
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%token <i> FOR_ID TO_ID
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%token <i> SWITCH_ID CASE_ID BREAK_ID DEFAULT_ID
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%token <i> ERODED_ID TRAPPED_ID RECHARGED_ID INVIS_ID GREASED_ID
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%token <i> ERODED_ID TRAPPED_STATE RECHARGED_ID INVIS_ID GREASED_ID
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%token <i> FEMALE_ID CANCELLED_ID REVIVED_ID AVENGE_ID FLEEING_ID BLINDED_ID
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%token <i> PARALYZED_ID STUNNED_ID CONFUSED_ID SEENTRAPS_ID ALL_ID
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%token <i> MONTYPE_ID
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@@ -1640,9 +1640,9 @@ object_info : CURSE_TYPE
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} else
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lc_error("DOOR state can only be locked or broken.");
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}
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| TRAPPED_ID
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| TRAPPED_STATE
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{
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add_opvars(splev, "ii", VA_PASS2(1, SP_O_V_TRAPPED));
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add_opvars(splev, "ii", VA_PASS2($1, SP_O_V_TRAPPED));
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$$ = 0x0400;
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}
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| RECHARGED_ID ':' integer_or_var
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