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Comparing deliantra/server/server/player.C (file contents):
Revision 1.171 by root, Sat Sep 8 07:06:51 2007 UTC vs.
Revision 1.176 by root, Sun Dec 16 01:25:17 2007 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <sproto.h> 25#include <sproto.h>
26#include <sounds.h> 26#include <sounds.h>
241 241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 243
244 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
245 245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
246 ob->flag [FLAG_READY_WEAPON] = false; 301 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false; 302 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false; 303 ob->flag [FLAG_READY_BOW] = false;
249 304
250 for (object *op = ob->inv; op; op = op->below) 305 for (object *op = ob->inv; op; op = op->below)
266 combat_ob = op; 321 combat_ob = op;
267 break; 322 break;
268 } 323 }
269 324
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
271 ob->update_stats ();
272
273 ns->floorbox_update ();
274 esrv_send_inventory (ob, ob);
275 esrv_add_spells (this, 0);
276
277 activate ();
278
279 send_rules (ob);
280 send_news (ob);
281 display_motd (ob);
282
283 INVOKE_PLAYER (CONNECT, this);
284 INVOKE_PLAYER (LOGIN, this);
285}
286
287void
288player::disconnect ()
289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
296 if (ns)
297 {
298 if (active)
299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
300
301 INVOKE_PLAYER (DISCONNECT, this);
302
303 ns->reset_stats ();
304 ns->pl = 0;
305 ns = 0;
306 }
307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325} 326}
326 327
327void 328void
328player::set_observe (object *op) 329player::set_observe (object *op)
329{ 330{
632} 633}
633 634
634void 635void
635give_initial_items (object *pl, treasurelist * items) 636give_initial_items (object *pl, treasurelist * items)
636{ 637{
637 object *op, *next = NULL;
638
639 if (pl->randomitems != NULL) 638 if (pl->randomitems)
640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
641 640
642 for (op = pl->inv; op; op = next) 641 for (object *next, *op = pl->inv; op; op = next)
643 { 642 {
644 next = op->below; 643 next = op->below;
645 644
646 /* Forces get applied per default, unless they have the 645 /* Forces get applied per default, unless they have the
647 * flag "neutral" set. Sorry but I can't think of a better way 646 * flag "neutral" set. Sorry but I can't think of a better way
689 if (op->nrof > 1) 688 if (op->nrof > 1)
690 op->nrof = 1; 689 op->nrof = 1;
691 } 690 }
692 691
693 if (op->type == SPELLBOOK && op->inv) 692 if (op->type == SPELLBOOK && op->inv)
694 {
695 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 693 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
696 }
697 694
698 /* Give starting characters identified, uncursed, and undamned 695 /* Give starting characters identified, uncursed, and undamned
699 * items. Just don't identify gold or silver, or it won't be 696 * items. Just don't identify gold or silver, or it won't be
700 * merged properly. 697 * merged properly.
701 */ 698 */
1007 if (op->move_type & MOVE_FLYING) 1004 if (op->move_type & MOVE_FLYING)
1008 return 1; 1005 return 1;
1009 1006
1010 next = op->below; 1007 next = op->below;
1011 1008
1009 int cnt = MAX_ITEM_PER_DROP;
1010#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1011
1012 /* loop while there are items on the floor that are not marked as 1012 /* loop while there are items on the floor that are not marked as
1013 * destroyed */ 1013 * destroyed */
1014 while (next && !next->destroyed ()) 1014 while (next && !next->destroyed ())
1015 { 1015 {
1016 tmp = next; 1016 tmp = next;
1017 next = tmp->below; 1017 next = tmp->below;
1018 1018
1019 if (cnt <= 0)
1020 {
1021 op->failmsg ("Couldn't pickup all items at once.");
1022 return 0;
1023 }
1024
1019 if (op->destroyed ()) 1025 if (op->destroyed ())
1020 return 0; 1026 return 0;
1021 1027
1022 if (!can_pick (op, tmp)) 1028 if (!can_pick (op, tmp))
1023 continue; 1029 continue;
1024 1030
1025 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1031 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1026 { 1032 {
1027 if (item_matched_string (op, tmp, op->contr->search_str)) 1033 if (item_matched_string (op, tmp, op->contr->search_str))
1028 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1029 continue; 1035 continue;
1030 } 1036 }
1031 1037
1032 /* high not bit set? We're using the old autopickup model */ 1038 /* high not bit set? We're using the old autopickup model */
1033 if (!(op->contr->mode & PU_NEWMODE)) 1039 if (!(op->contr->mode & PU_NEWMODE))
1035 switch (op->contr->mode) 1041 switch (op->contr->mode)
1036 { 1042 {
1037 case 0: 1043 case 0:
1038 return 1; /* don't pick up */ 1044 return 1; /* don't pick up */
1039 case 1: 1045 case 1:
1040 pick_up (op, tmp); 1046 CHK_PICK_PICKUP;
1041 return 1; 1047 return 1;
1042 case 2: 1048 case 2:
1043 pick_up (op, tmp); 1049 CHK_PICK_PICKUP;
1044 return 0; 1050 return 0;
1045 case 3: 1051 case 3:
1046 return 0; /* stop before pickup */ 1052 return 0; /* stop before pickup */
1047 case 4: 1053 case 4:
1048 pick_up (op, tmp); 1054 CHK_PICK_PICKUP;
1049 break; 1055 break;
1050 case 5: 1056 case 5:
1051 pick_up (op, tmp); 1057 CHK_PICK_PICKUP;
1052 stop = 1; 1058 stop = 1;
1053 break; 1059 break;
1054 case 6: 1060 case 6:
1055 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1061 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1056 pick_up (op, tmp); 1062 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1063 CHK_PICK_PICKUP;
1057 break; 1064 break;
1058 1065
1059 case 7: 1066 case 7:
1060 if (tmp->type == MONEY || tmp->type == GEM) 1067 if (tmp->type == MONEY || tmp->type == GEM)
1061 pick_up (op, tmp); 1068 CHK_PICK_PICKUP;
1062 break; 1069 break;
1063 1070
1064 default: 1071 default:
1065 /* use value density */ 1072 /* use value density */
1066 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1073 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1067 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1074 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1068 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1069 } 1076 }
1070 } 1077 }
1071 else 1078 else
1072 { /* old model */ 1079 { /* old model */
1073 /* NEW pickup handling */ 1080 /* NEW pickup handling */
1128 /* all food and drink if desired */ 1135 /* all food and drink if desired */
1129 /* question: don't pick up known-poisonous stuff? */ 1136 /* question: don't pick up known-poisonous stuff? */
1130 if (op->contr->mode & PU_FOOD) 1137 if (op->contr->mode & PU_FOOD)
1131 if (tmp->type == FOOD) 1138 if (tmp->type == FOOD)
1132 { 1139 {
1133 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1134 continue; 1141 continue;
1135 } 1142 }
1136 1143
1137 if (op->contr->mode & PU_DRINK) 1144 if (op->contr->mode & PU_DRINK)
1138 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1145 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1139 { 1146 {
1140 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1141 continue; 1148 continue;
1142 } 1149 }
1143 1150
1144 if (op->contr->mode & PU_POTION) 1151 if (op->contr->mode & PU_POTION)
1145 if (tmp->type == POTION) 1152 if (tmp->type == POTION)
1146 { 1153 {
1147 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1148 continue; 1155 continue;
1149 } 1156 }
1150 1157
1151 /* spellbooks, skillscrolls and normal books/scrolls */ 1158 /* spellbooks, skillscrolls and normal books/scrolls */
1152 if (op->contr->mode & PU_SPELLBOOK) 1159 if (op->contr->mode & PU_SPELLBOOK)
1153 if (tmp->type == SPELLBOOK) 1160 if (tmp->type == SPELLBOOK)
1154 { 1161 {
1155 pick_up (op, tmp); 1162 CHK_PICK_PICKUP;
1156 continue; 1163 continue;
1157 } 1164 }
1158 1165
1159 if (op->contr->mode & PU_SKILLSCROLL) 1166 if (op->contr->mode & PU_SKILLSCROLL)
1160 if (tmp->type == SKILLSCROLL) 1167 if (tmp->type == SKILLSCROLL)
1161 { 1168 {
1162 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1163 continue; 1170 continue;
1164 } 1171 }
1165 1172
1166 if (op->contr->mode & PU_READABLES) 1173 if (op->contr->mode & PU_READABLES)
1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) 1174 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1168 { 1175 {
1169 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1170 continue; 1177 continue;
1171 } 1178 }
1172 1179
1173 /* wands/staves/rods/horns */ 1180 /* wands/staves/rods/horns */
1174 if (op->contr->mode & PU_MAGIC_DEVICE) 1181 if (op->contr->mode & PU_MAGIC_DEVICE)
1175 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1182 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1176 { 1183 {
1177 pick_up (op, tmp); 1184 CHK_PICK_PICKUP;
1178 continue; 1185 continue;
1179 } 1186 }
1180 1187
1181 /* pick up all magical items */ 1188 /* pick up all magical items */
1182 if (op->contr->mode & PU_MAGICAL) 1189 if (op->contr->mode & PU_MAGICAL)
1183 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1190 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1184 { 1191 {
1185 pick_up (op, tmp); 1192 CHK_PICK_PICKUP;
1186 continue; 1193 continue;
1187 } 1194 }
1188 1195
1189 if (op->contr->mode & PU_VALUABLES) 1196 if (op->contr->mode & PU_VALUABLES)
1190 { 1197 {
1191 if (tmp->type == MONEY || tmp->type == GEM) 1198 if (tmp->type == MONEY || tmp->type == GEM)
1192 { 1199 {
1193 pick_up (op, tmp); 1200 CHK_PICK_PICKUP;
1194 continue; 1201 continue;
1195 } 1202 }
1196 } 1203 }
1197 1204
1198 /* rings & amulets - talismans seems to be typed AMULET */ 1205 /* rings & amulets - talismans seems to be typed AMULET */
1199 if (op->contr->mode & PU_JEWELS) 1206 if (op->contr->mode & PU_JEWELS)
1200 if (tmp->type == RING || tmp->type == AMULET) 1207 if (tmp->type == RING || tmp->type == AMULET)
1201 { 1208 {
1202 pick_up (op, tmp); 1209 CHK_PICK_PICKUP;
1203 continue; 1210 continue;
1204 } 1211 }
1205 1212
1206 /* we don't forget dragon food */ 1213 /* we don't forget dragon food */
1207 if (op->contr->mode & PU_FLESH) 1214 if (op->contr->mode & PU_FLESH)
1208 if (tmp->type == FLESH) 1215 if (tmp->type == FLESH)
1209 { 1216 {
1210 pick_up (op, tmp); 1217 CHK_PICK_PICKUP;
1211 continue; 1218 continue;
1212 } 1219 }
1213 1220
1214 /* bows and arrows. Bows are good for selling! */ 1221 /* bows and arrows. Bows are good for selling! */
1215 if (op->contr->mode & PU_BOW) 1222 if (op->contr->mode & PU_BOW)
1216 if (tmp->type == BOW) 1223 if (tmp->type == BOW)
1217 { 1224 {
1218 pick_up (op, tmp); 1225 CHK_PICK_PICKUP;
1219 continue; 1226 continue;
1220 } 1227 }
1221 1228
1222 if (op->contr->mode & PU_ARROW) 1229 if (op->contr->mode & PU_ARROW)
1223 if (tmp->type == ARROW) 1230 if (tmp->type == ARROW)
1224 { 1231 {
1225 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1226 continue; 1233 continue;
1227 } 1234 }
1228 1235
1229 /* all kinds of armor etc. */ 1236 /* all kinds of armor etc. */
1230 if (op->contr->mode & PU_ARMOUR) 1237 if (op->contr->mode & PU_ARMOUR)
1231 if (tmp->type == ARMOUR) 1238 if (tmp->type == ARMOUR)
1232 { 1239 {
1233 pick_up (op, tmp); 1240 CHK_PICK_PICKUP;
1234 continue; 1241 continue;
1235 } 1242 }
1236 1243
1237 if (op->contr->mode & PU_HELMET) 1244 if (op->contr->mode & PU_HELMET)
1238 if (tmp->type == HELMET) 1245 if (tmp->type == HELMET)
1239 { 1246 {
1240 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1241 continue; 1248 continue;
1242 } 1249 }
1243 1250
1244 if (op->contr->mode & PU_SHIELD) 1251 if (op->contr->mode & PU_SHIELD)
1245 if (tmp->type == SHIELD) 1252 if (tmp->type == SHIELD)
1246 { 1253 {
1247 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1248 continue; 1255 continue;
1249 } 1256 }
1250 1257
1251 if (op->contr->mode & PU_BOOTS) 1258 if (op->contr->mode & PU_BOOTS)
1252 if (tmp->type == BOOTS) 1259 if (tmp->type == BOOTS)
1253 { 1260 {
1254 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1255 continue; 1262 continue;
1256 } 1263 }
1257 1264
1258 if (op->contr->mode & PU_GLOVES) 1265 if (op->contr->mode & PU_GLOVES)
1259 if (tmp->type == GLOVES) 1266 if (tmp->type == GLOVES)
1260 { 1267 {
1261 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1262 continue; 1269 continue;
1263 } 1270 }
1264 1271
1265 if (op->contr->mode & PU_CLOAK) 1272 if (op->contr->mode & PU_CLOAK)
1266 if (tmp->type == CLOAK) 1273 if (tmp->type == CLOAK)
1267 { 1274 {
1268 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1269 continue; 1276 continue;
1270 } 1277 }
1271 1278
1272 /* hoping to catch throwing daggers here */ 1279 /* hoping to catch throwing daggers here */
1273 if (op->contr->mode & PU_MISSILEWEAPON) 1280 if (op->contr->mode & PU_MISSILEWEAPON)
1274 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1281 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1275 { 1282 {
1276 pick_up (op, tmp); 1283 CHK_PICK_PICKUP;
1277 continue; 1284 continue;
1278 } 1285 }
1279 1286
1280 /* careful: chairs and tables are weapons! */ 1287 /* careful: chairs and tables are weapons! */
1281 if (op->contr->mode & PU_ALLWEAPON) 1288 if (op->contr->mode & PU_ALLWEAPON)
1283 if (tmp->type == WEAPON && tmp->name != NULL) 1290 if (tmp->type == WEAPON && tmp->name != NULL)
1284 { 1291 {
1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && 1292 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) 1293 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1287 { 1294 {
1288 pick_up (op, tmp); 1295 CHK_PICK_PICKUP;
1289 continue; 1296 continue;
1290 } 1297 }
1291 } 1298 }
1292 1299
1293 if (tmp->type == WEAPON && tmp->name == NULL) 1300 if (tmp->type == WEAPON && tmp->name == NULL)
1294 { 1301 {
1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) 1302 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1296 { 1303 {
1297 pick_up (op, tmp); 1304 CHK_PICK_PICKUP;
1298 continue; 1305 continue;
1299 } 1306 }
1300 } 1307 }
1301 } 1308 }
1302 1309
1303 /* misc stuff that's useful */ 1310 /* misc stuff that's useful */
1304 if (op->contr->mode & PU_KEY) 1311 if (op->contr->mode & PU_KEY)
1305 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1312 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1306 { 1313 {
1307 pick_up (op, tmp); 1314 CHK_PICK_PICKUP;
1308 continue; 1315 continue;
1309 } 1316 }
1310 1317
1311 /* any of the last 4 bits set means we use the ratio for value 1318 /* any of the last 4 bits set means we use the ratio for value
1312 * pickups */ 1319 * pickups */
1317 /* >=7 is the old standard setting. Now we take the last 4 bits 1324 /* >=7 is the old standard setting. Now we take the last 4 bits
1318 * and multiply them by 5, giving 0..15*5== 5..75 */ 1325 * and multiply them by 5, giving 0..15*5== 5..75 */
1319 wvratio = (op->contr->mode & PU_RATIO) * 5; 1326 wvratio = (op->contr->mode & PU_RATIO) * 5;
1320 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1327 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1321 { 1328 {
1322 pick_up (op, tmp); 1329 CHK_PICK_PICKUP;
1323#if 0 1330#if 0
1324 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1331 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1325 if (tmp->name != NULL) 1332 if (tmp->name != NULL)
1326 { 1333 {
1327 fprintf (stderr, "%s", tmp->name); 1334 fprintf (stderr, "%s", tmp->name);
1350{ 1357{
1351 object *tmp = 0; 1358 object *tmp = 0;
1352 1359
1353 for (op = op->inv; op; op = op->below) 1360 for (op = op->inv; op; op = op->below)
1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1361 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1355 tmp = find_arrow (op, type); 1362 tmp = find_arrow (splay (op), type);
1356 else if (op->type == ARROW && op->race == type) 1363 else if (op->type == ARROW && op->race == type)
1357 return op; 1364 return splay (op);
1358 1365
1359 return tmp; 1366 return tmp;
1360} 1367}
1361 1368
1362/* 1369/*

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