prayer fix for being in poison gas cloud region

Like stuck-in-wall, there might not be any place to move the hero
in order to escape a poison gas cloud.  That could result in "fix
all troubles" becoming stuck in a loop.  3.6.something fixed the
stuck-in-wall case by temporarily conferring Passes_walls.  Fix the
in-poison-region case by temporarily conferring Magical_breathing.

Not adequately tested...

I don't think that this fixes "#K4252: NH 3.7 Prayer Bug" where the
game hung during a couple out of scores of prayers.  I didn't see
any other fix-trouble cases that seemed likely to remain unfixed
and end up with repair attempts retrying.
This commit is contained in:
PatR
2024-09-25 01:01:17 -07:00
parent da8ba281a4
commit 2471306112
3 changed files with 69 additions and 9 deletions
+21 -4
View File
@@ -1,4 +1,4 @@
/* NetHack 3.7 do_wear.c $NHDT-Date: 1720895740 2024/07/13 18:35:40 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.188 $ */
/* NetHack 3.7 do_wear.c $NHDT-Date: 1727251255 2024/09/25 08:00:55 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.191 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2012. */
/* NetHack may be freely redistributed. See license for details. */
@@ -940,9 +940,24 @@ Amulet_on(void)
case AMULET_OF_LIFE_SAVING:
case AMULET_VERSUS_POISON:
case AMULET_OF_REFLECTION:
case AMULET_OF_MAGICAL_BREATHING:
case FAKE_AMULET_OF_YENDOR:
break;
case AMULET_OF_MAGICAL_BREATHING: {
boolean was_in_poison_gas;
/* amulet is already on; we need to check hero's gas-cloud status
when it was off */
EMagical_breathing &= ~W_AMUL;
was_in_poison_gas = region_danger();
EMagical_breathing |= W_AMUL;
if (was_in_poison_gas) {
You("are no longer bothered by the poison gas.");
makeknown(AMULET_OF_MAGICAL_BREATHING);
}
/* no need to check for becoming able to breathe underwater;
if we are underwater, we already can or we would have drowned */
break;
}
case AMULET_OF_UNCHANGING:
if (Slimed)
make_slimed(0L, (char *) 0);
@@ -1039,8 +1054,7 @@ Amulet_off(void)
break;
case AMULET_OF_MAGICAL_BREATHING:
if (Underwater) {
/* HMagical_breathing must be set off
before calling drown() */
/* HMagical_breathing must be set off before calling drown() */
setworn((struct obj *) 0, W_AMUL);
if (!cant_drown(gy.youmonst.data) && !Swimming) {
You("suddenly inhale an unhealthy amount of %s!",
@@ -1049,6 +1063,9 @@ Amulet_off(void)
}
return;
}
/*
* FIXME: we need a poison gas region check here
*/
break;
case AMULET_OF_STRANGULATION:
if (Strangled) {