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Old November 30, 2009, 07:55   #1
miyazaki
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Quiver bug in v1802

I love the quiver, but if I hit (f)ire without any ammo or with unfireable ammo, then the game crashes.
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Old November 30, 2009, 16:15   #2
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Originally Posted by miyazaki View Post
I love the quiver, but if I hit (f)ire without any ammo or with unfireable ammo, then the game crashes.
What platform are you running? If I do that on Linux with r1804 I get a message "You have nothing to fire" (in both cases).
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Old November 30, 2009, 19:13   #3
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Windows vista. It has happened several times with different launchers. I have never seen that message.
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Old November 30, 2009, 19:30   #4
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Oh yeah, ammo doesn't pseudo-ID properly in the quiver either. It gets labeled {worn} and this doesn't disappear unless I use a ?identify, even when I know all the ammo's attributes. I never get the {magical} message. Being treated as armour?
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Old November 30, 2009, 20:37   #5
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This whole thing about ammo being "wielded" into the quiver is silly. I know it is how it has always been done, but that doesn't make it right.
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Old November 30, 2009, 20:42   #6
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Originally Posted by PowerDiver View Post
This whole thing about ammo being "wielded" into the quiver is silly. I know it is how it has always been done, but that doesn't make it right.
Patches welcome!

After having ported this feature from NPP I think I agree with you, but you're going to hit these bugs whichever way you implement the feature based on the way the loops over intentory[] are written--changing the pick up command to put stuff in the quiver (so that ammo never hits the backpack) doesn't simplify that.

If I were going to do a refactor I would split inventory[] into equipment[], quiver[] and inventory[]. I think that would make the inventory code a lot easier to read, and obviate most of the weirdness involving INVEN_PACK, INVEN_TOTAL and friends.
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Old November 30, 2009, 20:44   #7
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Quote:
Originally Posted by d_m View Post
Patches welcome!

After having ported this feature from NPP I think I agree with you, but you're going to hit these bugs whichever way you implement the feature based on the way the loops over intentory[] are written--changing the pick up command to put stuff in the quiver (so that ammo never hits the backpack) doesn't simplify that.

If I were going to do a refactor I would split inventory[] into equipment[], quiver[] and inventory[]. I think that would make the inventory code a lot easier to read, and obviate most of the weirdness involving INVEN_PACK, INVEN_TOTAL and friends.
I don't think anyone would mind if you did that
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Old November 30, 2009, 20:51   #8
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Originally Posted by miyazaki View Post
Windows vista. It has happened several times with different launchers. I have never seen that message.
I'm at work now, but I have a theory about why this might be happening that I'll test after work.
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Old November 30, 2009, 21:56   #9
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This whole thing about ammo being "wielded" into the quiver is silly. I know it is how it has always been done, but that doesn't make it right.
Thank you for pointing that out - I hadn't realised it annoyed me. I'll work on finding a more sensible system at some point.
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Old November 30, 2009, 22:52   #10
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Thank you for pointing that out - I hadn't realised it annoyed me. I'll work on finding a more sensible system at some point.
The solution appears obvious to me, but a whole lot of work. Inventory needs to be upped to 100 slots or so, with ammo coming last, and a function call [rather than comparison to a constant] to determine whether you have empty slots, and appropriate list output when inspecting or firing.

It's also obviously a large amount of work.

The only slightly tricky issue is differentiating items that can be both thrown effectively or wielded for melee, like Nimloth. One solution is to separate the types entirely. Another is that ammo goes in the quiver but throwing items do not. Yet another is to put it in the quiver, but allow you to wield it from the quiver into the melee slot.
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