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Comparing deliantra/server/common/item.C (file contents):
Revision 1.42 by root, Wed Apr 9 14:36:47 2008 UTC vs.
Revision 1.58 by root, Mon Oct 12 14:00:57 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 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 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26#include <living.h> 26#include <living.h>
27#include <spells.h> 27#include <spells.h>
28 28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 }; 29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
30 30
253}; 253};
254 254
255int 255int
256get_power_from_ench (int ench) 256get_power_from_ench (int ench)
257{ 257{
258 if (ench < 0) ench = 0;
259 if (ench > 20) ench = 20;
260
261 return enc_to_item_power[ench]; 258 return enc_to_item_power [clamp (ench, 0, 20)];
262} 259}
263 260
264/* This takes an object 'op' and figures out what its item_power 261/* This takes an object 'op' and figures out what its item_power
265 * rating should be. This should only really be used by the treasure 262 * rating should be. This should only really be used by the treasure
266 * generation code, and when loading legacy objects. It returns 263 * generation code, and when loading legacy objects. It returns
300 if (op->type == WEAPON) 297 if (op->type == WEAPON)
301 { 298 {
302 for (i = 1; i < NROFATTACKS; i++) 299 for (i = 1; i < NROFATTACKS; i++)
303 if (op->attacktype & (1 << i)) 300 if (op->attacktype & (1 << i))
304 enc++; 301 enc++;
302
305 if (op->slaying) 303 if (op->slaying)
306 enc += 2; /* What it slays is probably more relevent */ 304 enc += 2; /* What it slays is probably more relevent */
307 } 305 }
306
308 /* Items the player can equip */ 307 /* Items the player can equip */
309 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 308 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
310 (op->type == SHIELD) || (op->type == RING) || 309 (op->type == SHIELD) || (op->type == RING) ||
311 (op->type == BOOTS) || (op->type == GLOVES) || 310 (op->type == BOOTS) || (op->type == GLOVES) ||
312 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 311 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
315 enc += op->stats.hp; /* hp regen */ 314 enc += op->stats.hp; /* hp regen */
316 enc += op->stats.sp; /* mana regen */ 315 enc += op->stats.sp; /* mana regen */
317 enc += op->stats.grace; /* grace regen */ 316 enc += op->stats.grace; /* grace regen */
318 enc += op->stats.exp; /* speed bonus */ 317 enc += op->stats.exp; /* speed bonus */
319 } 318 }
319
320 enc += op->stats.luck; 320 enc += op->stats.luck;
321 321
322 /* Do spell paths now */ 322 /* Do spell paths now */
323 for (i = 1; i < NRSPELLPATHS; i++) 323 for (i = 1; i < NRSPELLPATHS; i++)
324 { 324 {
328 enc -= 2; 328 enc -= 2;
329 else if (op->path_repelled & (1 << i)) 329 else if (op->path_repelled & (1 << i))
330 enc--; 330 enc--;
331 } 331 }
332 332
333 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 333 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
334 enc += 5; 334 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
335 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 335 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
336 enc += 3; 336 if (op->flag [FLAG_XRAYS ]) enc += 2;
337 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 337 if (op->flag [FLAG_STEALTH ]) enc += 1;
338 enc += 2; 338 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
339 if (QUERY_FLAG (op, FLAG_STEALTH)) 339 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
340 enc += 1;
341 if (QUERY_FLAG (op, FLAG_XRAYS))
342 enc += 2;
343 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
344 enc += 1;
345 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
346 enc += 1;
347 340
348 return get_power_from_ench (enc); 341 return get_power_from_ench (enc);
349} 342}
350 343
351/* returns the typedata that has a number equal to itemtype, if there 344/* returns the typedata that has a number equal to itemtype, if there
352 * isn't one, returns NULL */ 345 * isn't one, returns NULL */
353const typedata * 346const typedata *
354get_typedata (int itemtype) 347get_typedata (int itemtype)
355{ 348{
356 int i;
357
358 for (i = 0; i < item_types_size; i++) 349 for (int i = 0; i < item_types_size; i++)
359 if (item_types[i].number == itemtype) 350 if (item_types[i].number == itemtype)
360 return &item_types[i]; 351 return &item_types[i];
352
361 return NULL; 353 return NULL;
362} 354}
363 355
364/* returns the typedata that has a name equal to itemtype, if there 356/* returns the typedata that has a name equal to itemtype, if there
365 * isn't one, return the plural name that matches, if there still isn't 357 * isn't one, return the plural name that matches, if there still isn't
366 * one return NULL */ 358 * one return NULL */
367const typedata * 359const typedata *
368get_typedata_by_name (const char *name) 360get_typedata_by_name (const char *name)
369{ 361{
370 int i;
371
372 for (i = 0; i < item_types_size; i++) 362 for (int i = 0; i < item_types_size; i++)
373 if (!strcmp (item_types[i].name, name)) 363 if (!strcmp (item_types[i].name, name))
374 return &item_types[i]; 364 return &item_types[i];
365
375 for (i = 0; i < item_types_size; i++) 366 for (int i = 0; i < item_types_size; i++)
376 if (!strcmp (item_types[i].name_pl, name)) 367 if (!strcmp (item_types[i].name_pl, name))
377 { 368 {
378 LOG (llevInfo, 369 LOG (llevInfo,
379 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 370 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
380 return &item_types[i]; 371 return &item_types[i];
381 } 372 }
373
382 return NULL; 374 return 0;
383} 375}
384 376
385/* describe_resistance generates the visible naming for resistances. 377/* describe_resistance generates the visible naming for resistances.
386 * returns a static array of the description. This can return 378 * returns a static array of the description. This can return
387 * a big buffer. 379 * a big buffer.
406 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 398 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
407 399
408 strcat (buf, buf1); 400 strcat (buf, buf1);
409 } 401 }
410 } 402 }
403
411 return buf; 404 return buf;
412} 405}
413 406
414 407
415/* 408/*
416 * query_weight(object) returns a character pointer to a static buffer 409 * query_weight(object) returns a character pointer to a static buffer
417 * containing the text-representation of the weight of the given object. 410 * containing the text-representation of the weight of the given object.
418 * The buffer will be overwritten by the next call to query_weight(). 411 * The buffer will be overwritten by the next call to query_weight().
412 *
413 * Seems to be used only by unimportant stuff. Remove?
419 */ 414 */
420const char * 415const char *
421query_weight (const object *op) 416query_weight (const object *op)
422{ 417{
423 static char buf[10]; 418 static char buf[10];
424 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 419 sint32 i = op->total_weight ();
425 420
426 if (op->weight < 0) 421 if (op->weight < 0)
427 return " "; 422 return " ";
428 423
429 if (i % 1000) 424 if (i % 1000)
449 return buf; 444 return buf;
450 } 445 }
451 446
452 if (i < 21) 447 if (i < 21)
453 return levelnumbers[i]; 448 return levelnumbers[i];
449
454 if (!(i % 10)) 450 if (!(i % 10))
455 return levelnumbers_10[i / 10]; 451 return levelnumbers_10[i / 10];
456 452
457 strcpy (buf, numbers_10[i / 10]); 453 strcpy (buf, numbers_10[i / 10]);
458 strcat (buf, levelnumbers[i % 10]); 454 strcat (buf, levelnumbers[i % 10]);
534} 530}
535 531
536/* 532/*
537 * query_short_name(object) is similar to query_name, but doesn't 533 * query_short_name(object) is similar to query_name, but doesn't
538 * contain any information about object status (worn/cursed/etc.) 534 * contain any information about object status (worn/cursed/etc.)
535 *
536 * It is sometimes used when printing messages, so should fit well into a sentence.
539 */ 537 */
540const char * 538const char *
541query_short_name (const object *op) 539query_short_name (const object *op)
542{ 540{
543 if (op->name == 0) 541 if (!op->name)
544 return "(null)"; 542 return "(null)";
545 543
546 if (!op->nrof 544 if (!op->nrof
547 && !op->weight 545 && !op->weight
548 && !op->title 546 && !op->title
571 if (op->type != SPELLBOOK) 569 if (op->type != SPELLBOOK)
572 buf.printf (" (lvl %d)", op->level); 570 buf.printf (" (lvl %d)", op->level);
573 } 571 }
574 break; 572 break;
575 573
576 case ALTAR: 574 case ALTAR:
577 case TRIGGER_ALTAR: 575 case TRIGGER_ALTAR:
578 case IDENTIFY_ALTAR: 576 case IDENTIFY_ALTAR:
577 case CONVERTER:
579 if (op->slaying == shstr_money) 578 if (op->slaying == shstr_money)
580 { 579 {
581 bool wrap = !!buf.size (); 580 bool wrap = !!buf.size ();
582 581
583 if (wrap) buf << " ["; 582 if (wrap) buf << " [";
584 583
585 archetype *coin = 0; 584 archetype *coin = 0;
586 585
587 for (char const *const *c = coins; *coins; ++c) 586 for (char const *const *c = coins; *coins; ++c)
588 if ((coin = archetype::find (*c))) 587 if ((coin = archetype::find (*c)))
589 if (op->stats.food % coin->value == 0) 588 if (op->stats.food % coin->value == 0)
590 break; 589 break;
591 590
592 sint32 coins = op->stats.food / coin->value; 591 sint32 coins = op->stats.food / coin->value;
593 592
594 buf.printf ("drop %d %s", coins, coins == 1 ? &coin->name : &coin->name_pl); 593 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
595 594
596 if (wrap) buf << ']'; 595 if (wrap) buf << ']';
597 } 596 }
598 break; 597 break;
599 598
600 case SKILL: 599 case SKILL:
601 case AMULET: 600 case AMULET:
602 case RING: 601 case RING:
603 if (!op->title) 602 if (!op->title)
626 * you can make several calls to query_name before the bufs start getting 625 * you can make several calls to query_name before the bufs start getting
627 * overwritten. This may be a bad thing (it may be easier to assume the value 626 * overwritten. This may be a bad thing (it may be easier to assume the value
628 * returned is good forever.) However, it makes printing statements that 627 * returned is good forever.) However, it makes printing statements that
629 * use several names much easier (don't need to store them to temp variables.) 628 * use several names much easier (don't need to store them to temp variables.)
630 * 629 *
630 * It is used extensively within messages, so should return only a prose
631 * and short description of the item.
631 */ 632 */
632const char * 633const char *
633query_name (const object *op) 634query_name (const object *op)
634{ 635{
635 int len = 0; 636 int len = 0;
672 */ 673 */
673 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 674 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
674 buf << " (magic)"; 675 buf << " (magic)";
675 676
676#if 0 677#if 0
677 /* item_power will be returned in desribe_item - it shouldn't really 678 /* item_power will be returned in describe_item - it shouldn't really
678 * be returned in the name. 679 * be returned in the name.
679 */ 680 */
680 if (op->item_power) 681 if (op->item_power)
681 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 682 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
682 683
714 default: 715 default:
715 buf << " (applied)"; 716 buf << " (applied)";
716 } 717 }
717 } 718 }
718 719
720 switch (op->type)
721 {
722 case LAMP:
723 if (op->glow_radius)
724 buf << " (on)";
725 else if (op->stats.food <= 0)
726 buf << " (empty)";
727 else
728 buf << " (off)";
729 break;
730
731 case TORCH:
732 if (op->glow_radius)
733 buf << " (burning)";
734 else if (op->stats.food <= 0)
735 buf << " (burned out)";
736 break;
737 }
738
719 if (QUERY_FLAG (op, FLAG_UNPAID)) 739 if (QUERY_FLAG (op, FLAG_UNPAID))
720 buf << " (unpaid)"; 740 buf << " (unpaid)";
721 741
722 return buf; 742 return buf;
723} 743}
728 * of the given object. The buffer will be overwritten at the next 748 * of the given object. The buffer will be overwritten at the next
729 * call to query_base_name(). This is a lot like query_name, but we 749 * call to query_base_name(). This is a lot like query_name, but we
730 * don't include the item count or item status. Used for inventory sorting 750 * don't include the item count or item status. Used for inventory sorting
731 * and sending to client. 751 * and sending to client.
732 * If plural is set, we generate the plural name of this. 752 * If plural is set, we generate the plural name of this.
753 *
754 * It is sometimes used to display messages, and usually only used to match stuff,
755 * so maybe this function should be removed.
733 */ 756 */
734const char * 757const char *
735query_base_name (const object *op, int plural) 758query_base_name (const object *op, int plural)
736{ 759{
737 if ((!plural && !op->name) || (plural && !op->name_pl)) 760 if ((!plural && !op->name) || (plural && !op->name_pl))
807 */ 830 */
808 if (op->has_active_speed ()) 831 if (op->has_active_speed ())
809 switch ((int) ((FABS (op->speed)) * 15)) 832 switch ((int) ((FABS (op->speed)) * 15))
810 { 833 {
811 case 0: 834 case 0:
812 buf << "(very slow movement"; 835 buf << "(very slow movement)";
813 break; 836 break;
814 case 1: 837 case 1:
815 buf << "(slow movement)"; 838 buf << "(slow movement)";
816 break; 839 break;
817 case 2: 840 case 2:
932 * wouldn't need to use the SEE_INVISIBLE flag to know it is 955 * wouldn't need to use the SEE_INVISIBLE flag to know it is
933 * a dragon player examining food. Could have things like 956 * a dragon player examining food. Could have things like
934 * a dwarven axe, in which the full abilities are only known to 957 * a dwarven axe, in which the full abilities are only known to
935 * dwarves, etc. 958 * dwarves, etc.
936 * 959 *
937 * This function is really much more complicated than it should
938 * be, because different objects have different meanings
939 * for the same field (eg, wands use 'food' for charges). This
940 * means these special cases need to be worked out.
941 *
942 * Add 'owner' who is the person examining this object. 960 * Add 'owner' who is the person examining this object.
943 * owner can be null if no one is being associated with this 961 * owner can be null if no one is being associated with this
944 * item (eg, debug dump or the like) 962 * item (eg, debug dump or the like)
945 */ 963 */
946const char * 964const char *
1004 buf << "well charged."; 1022 buf << "well charged.";
1005 else if (op->stats.sp == op->stats.maxsp) 1023 else if (op->stats.sp == op->stats.maxsp)
1006 buf << "fully charged."; 1024 buf << "fully charged.";
1007 else 1025 else
1008 buf << "almost full."; 1026 buf << "almost full.";
1027 break;
1028
1029 case LAMP:
1030 {
1031 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1032 buf << "(fuel: ";
1033 if (percent == 0)
1034 buf << "empty";
1035 else if (percent < 10)
1036 buf << "very low";
1037 else if (percent < 25)
1038 buf << "low";
1039 else if (percent < 50)
1040 buf << "half empty";
1041 else if (percent < 75)
1042 buf << "half full";
1043 else if (percent < 95)
1044 buf << "well filled";
1045 else if (percent <= 100)
1046 buf << "full";
1047 buf << ")";
1048 }
1009 break; 1049 break;
1010 1050
1011 case FOOD: 1051 case FOOD:
1012 case FLESH: 1052 case FLESH:
1013 case DRINK: 1053 case DRINK:
1169 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1209 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1170 1210
1171 if (op->slaying && op->type != FOOD) 1211 if (op->slaying && op->type != FOOD)
1172 buf.printf ("(slay %s)", &op->slaying); 1212 buf.printf ("(slay %s)", &op->slaying);
1173 1213
1214 if (op->type == SKILL_TOOL && op->skill)
1215 buf.printf ("(%s)", &op->skill);
1216
1174 buf.add_abilities ("Attacks", op->attacktype); 1217 buf.add_abilities ("Attacks", op->attacktype);
1175 /* resistance on flesh is only visible for quetzals. If 1218 /* resistance on flesh is only visible for quetzals. If
1176 * non flesh, everyone can see its resistances 1219 * non flesh, everyone can see its resistances
1177 */ 1220 */
1178 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1221 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1193} 1236}
1194 1237
1195void 1238void
1196examine (object *op, object *tmp) 1239examine (object *op, object *tmp)
1197{ 1240{
1198 std::string s = tmp->describe (op); 1241 std::string info = tmp->describe (op);
1199 1242
1200 new_draw_info (NDI_UNIQUE, 0, op, s.c_str ()); 1243 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1201} 1244}
1202 1245
1203/* 1246/*
1204 * inventory prints object's inventory. If inv==NULL then print player's 1247 * inventory prints object's inventory. If inv==NULL then print player's
1205 * inventory. 1248 * inventory.
1210{ 1253{
1211 static dynbuf_text buf; buf.clear (); 1254 static dynbuf_text buf; buf.clear ();
1212 1255
1213 for (object *tmp = inv; tmp; tmp = tmp->below) 1256 for (object *tmp = inv; tmp; tmp = tmp->below)
1214 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1257 if (who && QUERY_FLAG (who, FLAG_WIZ))
1215 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp)); 1258 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1216 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1259 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1217 buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp)); 1260 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1218 1261
1219 if (buf.size ()) 1262 if (buf.size ())
1220 buf.printf ("%s(total weight: %s)\n", indent, query_weight (this)); 1263 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1221 else 1264 else
1222 buf.printf ("%s(empty)\n", indent); 1265 buf.printf ("%s(empty)\n", indent);
1223 1266
1224 return buf; 1267 return buf;
1225} 1268}
1357 * Supposed to fix face-values as well here, but later. 1400 * Supposed to fix face-values as well here, but later.
1358 */ 1401 */
1359void 1402void
1360identify (object *op) 1403identify (object *op)
1361{ 1404{
1362 object *pl;
1363
1364 SET_FLAG (op, FLAG_IDENTIFIED); 1405 SET_FLAG (op, FLAG_IDENTIFIED);
1365 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1406 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1366 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1407 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1367 1408
1368 /* 1409 /*
1375 { 1416 {
1376 if (op->inv && op->randomitems) 1417 if (op->inv && op->randomitems)
1377 op->title = op->inv->name; 1418 op->title = op->inv->name;
1378 else if (op->arch) 1419 else if (op->arch)
1379 { 1420 {
1380 op->name = op->arch->object::name; 1421 op->name = op->arch->object::name;
1381 op->name_pl = op->arch->object::name_pl; 1422 op->name_pl = op->arch->object::name_pl;
1382 } 1423 }
1383 } 1424 }
1384 1425
1385 /* If the object is on a map, make sure we update its face */ 1426 /* If the object is on a map, make sure we update its face */
1386 if (op->map) 1427 if (op->map)
1387 update_object (op, UP_OBJ_CHANGE); 1428 update_object (op, UP_OBJ_CHANGE);
1388 else 1429
1389 { 1430 if (object *pl = op->visible_to ())
1390 pl = op->in_player ();
1391 if (pl)
1392 /* A lot of the values can change from an update - might as well send 1431 /* A lot of the values can change from an update - might as well send
1393 * it all. 1432 * it all.
1394 */ 1433 */
1395 esrv_send_item (pl, op); 1434 esrv_send_item (pl, op);
1396 }
1397} 1435}
1398 1436

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