Add vision sanity checking, fix more vision
- Add a vision sanity checking routine - Recalc block point when digging a door for temporary clouds - Add recalc_block_point after cvt_sdoor_to_door, because doorways on the Rogue level have no doors, and otherwise the sanity checking would complain. This doesn't actually change how the Rogue level vision works, as it uses a different vision system - Monster using a trap in a secret corridor revealed the corridor, but didn't unblock the vision unless you saw the location
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@@ -3707,6 +3707,7 @@ zap_map(
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/* secret door gets revealed, converted into regular door */
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if (ltyp == SDOOR) {
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cvt_sdoor_to_door(&levl[x][y]); /* .typ = DOOR */
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recalc_block_point(x, y);
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newsym(x, y);
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if (cansee(x, y)) {
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pline("Probing reveals a secret door.");
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@@ -5331,6 +5332,7 @@ zap_over_floor(
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/* secret door gets revealed, converted into regular door */
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if (levl[x][y].typ == SDOOR) {
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cvt_sdoor_to_door(&levl[x][y]); /* .typ = DOOR */
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recalc_block_point(x, y);
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/* target spot will now pass closed_door() test below
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(except on rogue level) */
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newsym(x, y);
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