fix #H2636 - vault guard "fakecorr overflow" panic
Another 6.5 year old report. This one from Steven Melenchuk told how to reproduce C343-23 which is still open on our 'known bugs' page. (I've no idea whether the original bug report came through the contact page, and if so, what its assigned number was.) I didn't try to solve this one, I just confirmed that it could be reproduced and took the fix from grunthack at github. He didn't menion a fix at the time but implemented one before abandoing his variant. (Others kept it going afterwards; fix was during his time.) The overflow occurred when the guard couldn't figure out where to move to next and just repeatedly 'moved' to his current location until the maximum number of fake corridor spots was used up. The fix detects not knowing where to go next and explicitly choosing a new destination. Original problem could be reproduced by teleporting into the vault, digging out a wall and two spaces of stone in a straight line, then going back into the vault to wait for a guard. When he shows up: answer, drop gold, follow. If the guard's path walks through both dug spaces, he will stop waiting for the hero. But hero is in between the guard and the gap in the vault wall and can't advance; guard has reached a persistent corridor so doesn't know where to go next. Have hero wait for 125-ish more turns and then game panicks. The code was 3.4.3 vintage so needed thorough reformatting, but not any actual changes (unless I've overlooked something).
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@@ -286,6 +286,9 @@ while levitating inside a shop, throwing an unpaid item and having recoil move
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the shopkeeper and summon kops
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diluted potion of oil is less effective when filling lamps (adds less fuel)
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or burning (lasts less long) or exploding (inflicts less damage)
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apply fix from grunthack to prevent panic "fakecorr overflow" when vault guard
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couldn't figure out how to lead the hero from vault to civilization;
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fixes longstanding bug C343-23
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Fixes to Post-3.6.1 Problems that Were Exposed Via git Repository
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