detecting chest and door traps
When confused gold detection finds a door trap or a chest trap, it puts a bear trap glyph/tile on the map at that location. (They disappear once they're within sight.) Those should be given their own glyphs so that they can have their own tiles, but this doesn't do that. What it does do is describe such fake bear traps as "trapped door" or "trapped chest" when examined with far-look. The '^' command--if used while blind so that '^' hasn't disappeared yet--needs to catch up: it says "I can't see a trap there" when the adjacent '^' is a fake bear trap.
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@@ -272,8 +272,10 @@ reviving one of a stack of N corpses in a shop charged a usage fee for all N;
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remaining N-1 were owned by hero if carried but by shop if on floor
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gremlin wailing in agony should wake up nearby monsters
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add more lighting variance to the second bigroom variant
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when getpost was picking a location, typing '^' to move to the next known trap
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when getpos was picking a location, typing '^' to move to the next known trap
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skipped some detected traps if their location was unseen
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describe detected door traps and chest traps as trapped door and trapped chest
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instead of bear trap; bear trap tile is still used on map though
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Fixes to Post-3.6.0 Problems that Were Exposed Via git Repository
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