[3.4] Quality squelching of light sources doesn't work

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  • PowerWyrm
    Prophet
    • Apr 2008
    • 2986

    [3.4] Quality squelching of light sources doesn't work

    If you set quality squelching of light sources to "good", normal torches and lanterns still appear. They should be squelched no?
    PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!
  • fizzix
    Prophet
    • Aug 2009
    • 3025

    #2
    Yeah, something fishy is going on here. I tried to get lights to work properly in the quality squelch menu (and remove them from the flavor squelch) but I couldn't get it to work properly.

    I think the solution would be to keep lights in quality squelch but remove them from flavor squelch. I might try again, but I have a feeling it might get pushed to 3.5 The squelch code is not my favorite section.

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    • Timo Pietilä
      Prophet
      • Apr 2007
      • 4096

      #3
      Originally posted by PowerWyrm
      If you set quality squelching of light sources to "good", normal torches and lanterns still appear. They should be squelched no?
      Well, "good" really doesn't exist for light sources. That category is redundant for them. I think normal lamps should disappear with squelching "normal". "good" being one step up from that should obviously do the same.

      Maybe light sources are treated as ego because they have PVAL (light duration)?

      Comment

      • Magnate
        Angband Devteam member
        • May 2007
        • 5110

        #4
        Originally posted by Timo Pietilä
        Well, "good" really doesn't exist for light sources. That category is redundant for them. I think normal lamps should disappear with squelching "normal". "good" being one step up from that should obviously do the same.

        Maybe light sources are treated as ego because they have PVAL (light duration)?
        Yes, I think this is it. The problem is not in the squelching code though, it's in the pseudo-ID code. The pval on lights is for the radius, and I think this makes them all {splendid}. This obviously needs OF_LIGHT to be excepted.
        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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        • Timo Pietilä
          Prophet
          • Apr 2007
          • 4096

          #5
          Originally posted by Magnate
          Yes, I think this is it. The problem is not in the squelching code though, it's in the pseudo-ID code. The pval on lights is for the radius, and I think this makes them all {splendid}. This obviously needs OF_LIGHT to be excepted.
          Light bonus on other items is something that needs to be still treated as ego, so only for actual light sources for that exception.

          Is that light duration counter just some sort of hack? I think lights are the only item in the game with shown counter that gets reduced over time. Or is it some sort of modification of charge counter (and as such wont be recognized by squelch code)?

          Comment

          • Magnate
            Angband Devteam member
            • May 2007
            • 5110

            #6
            Originally posted by Timo Pietilä
            Light bonus on other items is something that needs to be still treated as ego, so only for actual light sources for that exception.

            Is that light duration counter just some sort of hack? I think lights are the only item in the game with shown counter that gets reduced over time. Or is it some sort of modification of charge counter (and as such wont be recognized by squelch code)?
            No, they're different. The pval on lights is the radius - +1, +2, +3 or (occasionally on randarts) +4.

            The fuel is stored in o_ptr->extent, which is the same field that stores the number of gp in a treasure drop ($), and which stores the number of charges on a wand or staff. This is not used in the squelch code at all.
            "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

            Comment

            • ekolis
              Knight
              • Apr 2007
              • 921

              #7
              Originally posted by Magnate
              The fuel is stored in o_ptr->extent, which is the same field that stores the number of gp in a treasure drop ($), and which stores the number of charges on a wand or staff. This is not used in the squelch code at all.
              Maybe it could be used - e.g. squelch gold drops below 50 gold, or squelch wands that are depleted, or squelch lights with less than 1000 turns of fuel left?
              You read the scroll labeled NOBIMUS UPSCOTI...
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              Comment

              • Timo Pietilä
                Prophet
                • Apr 2007
                • 4096

                #8
                Originally posted by Magnate
                No, they're different. The pval on lights is the radius - +1, +2, +3 or (occasionally on randarts) +4.
                hum, didn't notice that lanterns and torches now show that pval. Earlier plain torches and lanterns didn't even have light flag or pval to show light radius. I guess one of the "ugly hacks" have been removed for them.

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