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Old October 10, 2012, 16:34   #1
PowerWyrm
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[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?
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Old October 11, 2012, 02:22   #2
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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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Old October 11, 2012, 08:49   #3
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Quote:
Originally Posted by PowerWyrm View Post
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)?
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Old October 11, 2012, 14:08   #4
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Quote:
Originally Posted by Timo Pietilš View Post
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.
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Old October 11, 2012, 14:30   #5
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Originally Posted by Magnate View Post
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)?
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Old October 11, 2012, 14:39   #6
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Quote:
Originally Posted by Timo Pietilš View Post
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 ($), and which stores the number of charges on a wand or staff. This is not used in the squelch code at all.
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Old October 11, 2012, 17:10   #7
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Quote:
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The fuel is stored in o_ptr->extent, which is the same field that stores the number of gp in a treasure drop ($), 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?
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Old October 12, 2012, 07:44   #8
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Originally Posted by Magnate View Post
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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