instead of as fake bear traps Use the new traps and their tiles when confused gold detection finds trapped doors and trapped chests. (Large boxes can be trapped too; they use the trapped chest trap and corresponding tile rather than have their own.) Usually these pseudo-traps go away when as soon as they are within line of sight. (While testing, I noticed that seeing a trapped door from outside its room rather than inside didn't behave that way. The door was created by wizard mode wishing; I don't know whether that was a factor.) I also discovered that secret doors weren't being handled correctly. They can't be trapped because of their use of both the doormask and wall_info overlays of levl[][].flags, but I had a secret door be falsely displayed as a trap. This fixes that. We should have obj->tknown and rm->D_TRAPKNOWN so that the hero won't forget about these traps after declining to attempt to untrap them. But that's more work than I care to tackle.
115 KiB
115 KiB