--- deliantra/server/common/item.C 2006/09/14 22:33:58 1.6 +++ deliantra/server/common/item.C 2006/12/20 10:31:00 1.10 @@ -48,31 +48,18 @@ * "This item goes %s\n", with the use/nonuse values filling in the %s */ Body_Locations body_locations[NUM_BODY_LOCATIONS] = { - {"body_range", "in your range slot", "in a human's range slot"} - , - {"body_arm", "on your arm", "on a human's arm"} - , - {"body_torso", "on your body", "on a human's torso"} - , - {"body_head", "on your head", "on a human's head"} - , - {"body_neck", "around your neck", "around a humans neck"} - , - {"body_skill", "in your skill slot", "in a human's skill slot"} - , - {"body_finger", "on your finger", "on a human's finger"} - , - {"body_shoulder", "around your shoulders", "around a human's shoulders"} - , - {"body_foot", "on your feet", "on a human's feet"} - , - {"body_hand", "on your hands", "on a human's hands"} - , - {"body_wrist", "around your wrists", "around a human's wrist"} - , - {"body_waist", "around your waist", "around a human's waist"} - , - + {"body_range", "in your range slot", "in a human's range slot"}, + {"body_arm", "on your arm", "on a human's arm"}, + {"body_torso", "on your body", "on a human's torso"}, + {"body_head", "on your head", "on a human's head"}, + {"body_neck", "around your neck", "around a humans neck"}, + {"body_skill", "in your skill slot", "in a human's skill slot"}, + {"body_finger", "on your finger", "on a human's finger"} , + {"body_shoulder", "around your shoulders", "around a human's shoulders"}, + {"body_foot", "on your feet", "on a human's feet"}, + {"body_hand", "on your hands", "on a human's hands"}, + {"body_wrist", "around your wrists", "around a human's wrist"}, + {"body_waist", "around your waist", "around a human's waist"}, /*{"body_dragon_torso", "your body", "a dragon's body"} */ }; @@ -144,7 +131,6 @@ {TELEPORTER, "teleporter", "teleporters", 0, 0}, {CREATOR, "creator", "creators", 0, 0}, {SKILL, "skill", "skills", 0, 0}, - {EXPERIENCE, "experience", "experience", 0, 0}, {EARTHWALL, "earthwall", "earthwalls", 0, 0}, {GOLEM, "golem", "golems", 0, 0}, {THROWN_OBJ, "projectile", "projectiles", 0, 0}, @@ -683,7 +669,7 @@ use_buf %= 5; #ifdef NEW_MATERIAL_CODE - if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) + if ((op->is_armor () || op->is_weapon ()) && op->materialname) { mt = name_to_material (op->materialname); if (mt) @@ -790,11 +776,11 @@ if (!op->nrof && !op->weight && !op->title && !is_magical (op)) return op->name; /* To speed things up (or make things slower?) */ - if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) + if ((op->is_armor () || op->is_weapon ()) && op->materialname) mt = name_to_material (op->materialname); #ifdef NEW_MATERIAL_CODE - if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && + if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt && op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) { strcpy (buf, mt->description); @@ -1517,11 +1503,9 @@ return 0; } - /* * Supposed to fix face-values as well here, but later. */ - void identify (object *op) { @@ -1553,7 +1537,7 @@ update_object (op, UP_OBJ_FACE); else { - pl = is_player_inv (op->env); + pl = op->in_player (); if (pl) /* A lot of the values can change from an update - might as well send * it all. @@ -1561,3 +1545,4 @@ esrv_send_item (pl, op); } } +