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.
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@@ -1,4 +1,4 @@
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/* NetHack 3.7 timeout.c $NHDT-Date: 1723580900 2024/08/13 20:28:20 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.190 $ */
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/* NetHack 3.7 timeout.c $NHDT-Date: 1727251273 2024/09/25 08:01:13 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.193 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2018. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -56,6 +56,8 @@ static const struct propname {
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/* timed pass-walls is a potential prayer result if surrounded by stone
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with nowhere to be safely teleported to */
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{ PASSES_WALLS, "pass thru walls" },
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/* likewise for magical breathing vs poison gas regions */
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{ MAGICAL_BREATHING, "magical breathing" },
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/* timed fire resistance and water walking are possible in explore mode
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(as well as in wizard mode) after life-saving in lava if it fails to
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teleport the hero to safety and player declines to die */
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@@ -92,7 +94,6 @@ static const struct propname {
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{ TELEPORT_CONTROL, "teleport control" },
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{ FLYING, "flying" },
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{ SWIMMING, "swimming" },
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{ MAGICAL_BREATHING, "magical breathing" },
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{ SLOW_DIGESTION, "slow digestion" },
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{ HALF_SPDAM, "half spell damage" },
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{ HALF_PHDAM, "half physical damage" },
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@@ -534,7 +535,33 @@ phaze_dialogue(void)
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return;
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if (((HPasses_walls & TIMEOUT) % 2L) && i > 0L && i <= SIZE(phaze_texts))
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pline1(phaze_texts[SIZE(phaze_texts) - i]);
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pline("%s", phaze_texts[SIZE(phaze_texts) - i]);
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}
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/* Similar to Passes_walls, if prayer tries to save hero from a poison
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gas region but can't, (HMagical_breathing & TIMEOUT) will be set to
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a small value. Unlike Passes_walls, there's no joke message. */
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static NEARDATA const char *const region_texts[] = {
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"You seem to have some trouble breathing.",
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"The air here seems foul.",
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};
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staticfn void
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region_dialogue(void)
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{
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boolean breathless, in_poison_gas_cloud;
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long r = (HMagical_breathing & TIMEOUT), i = r / 2L;
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/* might have poly'd into non-breather or moved out of gas cloud */
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HMagical_breathing &= ~TIMEOUT;
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breathless = breathless(&mons[u.umonnum]);
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in_poison_gas_cloud = region_danger();
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HMagical_breathing |= r;
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if (breathless || !in_poison_gas_cloud)
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return;
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if ((r % 2L) && i > 0L && i <= SIZE(region_texts))
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pline("%s", region_texts[SIZE(region_texts) - i]);
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}
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/* when a status timeout is fatal, keep the status line indicator shown
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@@ -600,6 +627,8 @@ nh_timeout(void)
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levitation_dialogue();
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if (HPasses_walls & TIMEOUT)
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phaze_dialogue();
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if (HMagical_breathing & TIMEOUT)
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region_dialogue();
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if (HSleepy & TIMEOUT)
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sleep_dialogue();
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if (u.mtimedone && !--u.mtimedone) {
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@@ -844,6 +873,13 @@ nh_timeout(void)
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!Upolyd ? "normal" : "unusual");
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}
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break;
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case MAGICAL_BREATHING:
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if (!Breathless) {
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if (region_danger())
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You("cough%s",
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Poison_resistance ? "." : " and spit blood!");
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}
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break;
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case STRANGLED:
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svk.killer.format = KILLED_BY;
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Strcpy(svk.killer.name,
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