fuzzer vs lava, take III
Change dying in lava to attempt life-saving at most twice. The first time might be via amulet or via declining to die. The second time can only be via declining to die after failing to teleport to safety the first time, but could happen in explore mode as well as in wizard mode, either interactive or fuzzer. If the hero dies twice without ending the game, confer temporary fire resistance and water walking so that other actions can be attempted. After 5 turns without getting away from the lava or doing something to acquire those capabilities, the hero will be subject to falling in again. Then the whole cycle might repeat, even many times, but the fuzzer will eventually choose ^V or #wizmakemap and escape. Players in explore mode will either figure out a way to get out of it or eventually have to give up but can try as many times as they like, not that much different than being cornered by a deadly monster.
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@@ -55,13 +55,17 @@ 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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/* 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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{ WWALKING, "water walking" },
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{ FIRE_RES, "fire resistance" },
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/*
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* Properties beyond here don't have timed values during normal play,
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* so there's not much point in trying to order them sensibly.
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* They're either on or off based on equipment, role, actions, &c,
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* but in wizard mode #wizintrinsic can give then as timed effects.
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* but in wizard mode, #wizintrinsic can give them as timed effects.
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*/
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{ FIRE_RES, "fire resistance" },
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{ COLD_RES, "cold resistance" },
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{ SLEEP_RES, "sleep resistance" },
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{ DISINT_RES, "disintegration resistance" },
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@@ -86,7 +90,6 @@ static const struct propname {
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{ JUMPING, "jumping" },
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{ TELEPORT_CONTROL, "teleport control" },
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{ FLYING, "flying" },
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{ WWALKING, "water walking" },
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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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@@ -771,6 +774,19 @@ nh_timeout(void)
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wielding_corpse(uswapwep, (struct obj *) 0, FALSE);
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}
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break;
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case FIRE_RES:
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/* timed fire resistance and timed water walking combine
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as a way to survive lava after multiple life-saving
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attempts fail to relocate hero; skip timeout message
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if hero has acquired fire resistance in the meantime */
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if (!Fire_resistance)
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Your("temporary ability to survive burning has ended.");
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break;
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case WWALKING:
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/* [see fire reeistance] */
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if (!Wwalking)
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Your("temporary ability to walk on liquid has ended.");
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break;
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case DISPLACED:
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if (!Displaced) /* give a message */
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toggle_displacement((struct obj *) 0, 0L, FALSE);
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@@ -778,12 +794,13 @@ nh_timeout(void)
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case WARN_OF_MON:
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/* timed Warn_of_mon is via #wizintrinsic only */
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if (!Warn_of_mon) {
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struct permonst *wptr = gc.context.warntype.species;
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gc.context.warntype.species = (struct permonst *) 0;
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gc.context.warntype.speciesidx = NON_PM;
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if (gc.context.warntype.species) {
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if (wptr)
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You("are no longer warned about %s.",
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makeplural(gc.context.warntype.species->pmnames[NEUTRAL]));
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gc.context.warntype.species = (struct permonst *) 0;
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}
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makeplural(wptr->pmnames[NEUTRAL]));
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}
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break;
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case PASSES_WALLS:
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@@ -1921,7 +1938,7 @@ wiz_timeout_queue(void)
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if ((ln = (int) strlen(propname)) > longestlen)
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longestlen = ln;
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}
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if (specindx == 0 && p == FIRE_RES)
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if (specindx == 0 && p == COLD_RES) /* was FIRE_RES but has changed */
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specindx = i;
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}
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putstr(win, 0, "");
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