There was an old bug where a wand of secret door detection was identified
even though it didn't find anything.
It was unconfirmed, but I had no trouble confirming it. It happened because
the wand worked on squares that were couldsee() but which (because they weren't
lit) you couldn't actually see. The wand would detect the secret corridor and
then not display it because it was out of sight.
I fixed it to display the corridor, in sight or not (I could have had it not
detect anything, but the wand is fairly weak already.)
swallowing zombies/mummies whole makes you sick, like when eating them normally
impose additional teleport restrictions on the no-teleport Plane of Air
landmines set off by pushed boulders have same effects as stepping on them
+secret corridor detected out of vision range is still displayed (prevents bug
+ where wand of secret door detection found nothing but still identified)
Platform- and/or Interface-Specific Fixes
if(levl[zx][zy].typ == SDOOR) {
cvt_sdoor_to_door(&levl[zx][zy]); /* .typ = DOOR */
+ magic_map_background(zx, zy, 0);
newsym(zx, zy);
(*(int*)num)++;
} else if(levl[zx][zy].typ == SCORR) {
levl[zx][zy].typ = CORR;
+ unblock_point(zx,zy);
+ magic_map_background(zx, zy, 0);
newsym(zx, zy);
(*(int*)num)++;
} else if ((ttmp = t_at(zx, zy)) != 0) {