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Comparing deliantra/server/common/item.C (file contents):
Revision 1.41 by root, Thu Nov 8 19:43:23 2007 UTC vs.
Revision 1.56 by sf-marcmagus, Mon Oct 12 03:09:02 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
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
20 * 20 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 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 <funcpoint.h>
26#include <living.h> 25#include <living.h>
27#include <spells.h> 26#include <spells.h>
27
28const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
28 29
29/* the ordering of this is actually doesn't make a difference 30/* the ordering of this is actually doesn't make a difference
30 * However, for ease of use, new entries should go at the end 31 * However, for ease of use, new entries should go at the end
31 * so those people that debug the code that get used to something 32 * so those people that debug the code that get used to something
32 * being in the location 4 don't get confused. 33 * being in the location 4 don't get confused.
251}; 252};
252 253
253int 254int
254get_power_from_ench (int ench) 255get_power_from_ench (int ench)
255{ 256{
256 if (ench < 0) ench = 0;
257 if (ench > 20) ench = 20;
258
259 return enc_to_item_power[ench]; 257 return enc_to_item_power [clamp (ench, 0, 20)];
260} 258}
261 259
262/* This takes an object 'op' and figures out what its item_power 260/* This takes an object 'op' and figures out what its item_power
263 * rating should be. This should only really be used by the treasure 261 * rating should be. This should only really be used by the treasure
264 * generation code, and when loading legacy objects. It returns 262 * generation code, and when loading legacy objects. It returns
298 if (op->type == WEAPON) 296 if (op->type == WEAPON)
299 { 297 {
300 for (i = 1; i < NROFATTACKS; i++) 298 for (i = 1; i < NROFATTACKS; i++)
301 if (op->attacktype & (1 << i)) 299 if (op->attacktype & (1 << i))
302 enc++; 300 enc++;
301
303 if (op->slaying) 302 if (op->slaying)
304 enc += 2; /* What it slays is probably more relevent */ 303 enc += 2; /* What it slays is probably more relevent */
305 } 304 }
305
306 /* Items the player can equip */ 306 /* Items the player can equip */
307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
308 (op->type == SHIELD) || (op->type == RING) || 308 (op->type == SHIELD) || (op->type == RING) ||
309 (op->type == BOOTS) || (op->type == GLOVES) || 309 (op->type == BOOTS) || (op->type == GLOVES) ||
310 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 310 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
313 enc += op->stats.hp; /* hp regen */ 313 enc += op->stats.hp; /* hp regen */
314 enc += op->stats.sp; /* mana regen */ 314 enc += op->stats.sp; /* mana regen */
315 enc += op->stats.grace; /* grace regen */ 315 enc += op->stats.grace; /* grace regen */
316 enc += op->stats.exp; /* speed bonus */ 316 enc += op->stats.exp; /* speed bonus */
317 } 317 }
318
318 enc += op->stats.luck; 319 enc += op->stats.luck;
319 320
320 /* Do spell paths now */ 321 /* Do spell paths now */
321 for (i = 1; i < NRSPELLPATHS; i++) 322 for (i = 1; i < NRSPELLPATHS; i++)
322 { 323 {
326 enc -= 2; 327 enc -= 2;
327 else if (op->path_repelled & (1 << i)) 328 else if (op->path_repelled & (1 << i))
328 enc--; 329 enc--;
329 } 330 }
330 331
331 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 332 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
332 enc += 5; 333 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
333 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 334 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
334 enc += 3; 335 if (op->flag [FLAG_XRAYS ]) enc += 2;
335 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 336 if (op->flag [FLAG_STEALTH ]) enc += 1;
336 enc += 2; 337 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
337 if (QUERY_FLAG (op, FLAG_STEALTH)) 338 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
338 enc += 1;
339 if (QUERY_FLAG (op, FLAG_XRAYS))
340 enc += 2;
341 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
342 enc += 1;
343 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
344 enc += 1;
345 339
346 return get_power_from_ench (enc); 340 return get_power_from_ench (enc);
347} 341}
348 342
349/* returns the typedata that has a number equal to itemtype, if there 343/* returns the typedata that has a number equal to itemtype, if there
350 * isn't one, returns NULL */ 344 * isn't one, returns NULL */
351const typedata * 345const typedata *
352get_typedata (int itemtype) 346get_typedata (int itemtype)
353{ 347{
354 int i;
355
356 for (i = 0; i < item_types_size; i++) 348 for (int i = 0; i < item_types_size; i++)
357 if (item_types[i].number == itemtype) 349 if (item_types[i].number == itemtype)
358 return &item_types[i]; 350 return &item_types[i];
351
359 return NULL; 352 return NULL;
360} 353}
361 354
362/* returns the typedata that has a name equal to itemtype, if there 355/* returns the typedata that has a name equal to itemtype, if there
363 * isn't one, return the plural name that matches, if there still isn't 356 * isn't one, return the plural name that matches, if there still isn't
364 * one return NULL */ 357 * one return NULL */
365const typedata * 358const typedata *
366get_typedata_by_name (const char *name) 359get_typedata_by_name (const char *name)
367{ 360{
368 int i;
369
370 for (i = 0; i < item_types_size; i++) 361 for (int i = 0; i < item_types_size; i++)
371 if (!strcmp (item_types[i].name, name)) 362 if (!strcmp (item_types[i].name, name))
372 return &item_types[i]; 363 return &item_types[i];
364
373 for (i = 0; i < item_types_size; i++) 365 for (int i = 0; i < item_types_size; i++)
374 if (!strcmp (item_types[i].name_pl, name)) 366 if (!strcmp (item_types[i].name_pl, name))
375 { 367 {
376 LOG (llevInfo, 368 LOG (llevInfo,
377 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 369 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
378 return &item_types[i]; 370 return &item_types[i];
379 } 371 }
372
380 return NULL; 373 return 0;
381} 374}
382 375
383/* describe_resistance generates the visible naming for resistances. 376/* describe_resistance generates the visible naming for resistances.
384 * returns a static array of the description. This can return 377 * returns a static array of the description. This can return
385 * a big buffer. 378 * a big buffer.
404 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 397 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
405 398
406 strcat (buf, buf1); 399 strcat (buf, buf1);
407 } 400 }
408 } 401 }
402
409 return buf; 403 return buf;
410} 404}
411 405
412 406
413/* 407/*
414 * query_weight(object) returns a character pointer to a static buffer 408 * query_weight(object) returns a character pointer to a static buffer
415 * containing the text-representation of the weight of the given object. 409 * containing the text-representation of the weight of the given object.
416 * The buffer will be overwritten by the next call to query_weight(). 410 * The buffer will be overwritten by the next call to query_weight().
411 *
412 * Seems to be used only by unimportant stuff. Remove?
417 */ 413 */
418const char * 414const char *
419query_weight (const object *op) 415query_weight (const object *op)
420{ 416{
421 static char buf[10]; 417 static char buf[10];
422 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 418 sint32 i = op->total_weight ();
423 419
424 if (op->weight < 0) 420 if (op->weight < 0)
425 return " "; 421 return " ";
426 422
427 if (i % 1000) 423 if (i % 1000)
447 return buf; 443 return buf;
448 } 444 }
449 445
450 if (i < 21) 446 if (i < 21)
451 return levelnumbers[i]; 447 return levelnumbers[i];
448
452 if (!(i % 10)) 449 if (!(i % 10))
453 return levelnumbers_10[i / 10]; 450 return levelnumbers_10[i / 10];
454 451
455 strcpy (buf, numbers_10[i / 10]); 452 strcpy (buf, numbers_10[i / 10]);
456 strcat (buf, levelnumbers[i % 10]); 453 strcat (buf, levelnumbers[i % 10]);
532} 529}
533 530
534/* 531/*
535 * query_short_name(object) is similar to query_name, but doesn't 532 * query_short_name(object) is similar to query_name, but doesn't
536 * contain any information about object status (worn/cursed/etc.) 533 * contain any information about object status (worn/cursed/etc.)
534 *
535 * It is sometimes used when printing messages, so should fit well into a sentence.
537 */ 536 */
538const char * 537const char *
539query_short_name (const object *op) 538query_short_name (const object *op)
540{ 539{
540 if (!op->name)
541 return "(null)";
542
543 if (!op->nrof
544 && !op->weight
545 && !op->title
546 && !is_magical (op)
547 && op->slaying != shstr_money)
548 return op->name; /* To speed things up (or make things slower?) */
549
541 static dynbuf_text buf; buf.clear (); 550 static dynbuf_text buf; buf.clear ();
542
543 if (op->name == NULL)
544 return "(null)";
545
546 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
547 return op->name; /* To speed things up (or make things slower?) */
548 551
549 buf << (op->nrof <= 1 ? op->name : op->name_pl); 552 buf << (op->nrof <= 1 ? op->name : op->name_pl);
550 553
551 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 554 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
552 buf << ' ' << op->title; 555 buf << ' ' << op->title;
565 if (op->type != SPELLBOOK) 568 if (op->type != SPELLBOOK)
566 buf.printf (" (lvl %d)", op->level); 569 buf.printf (" (lvl %d)", op->level);
567 } 570 }
568 break; 571 break;
569 572
573 case ALTAR:
574 case TRIGGER_ALTAR:
575 case IDENTIFY_ALTAR:
576 case CONVERTER:
577 if (op->slaying == shstr_money)
578 {
579 bool wrap = !!buf.size ();
580
581 if (wrap) buf << " [";
582
583 archetype *coin = 0;
584
585 for (char const *const *c = coins; *coins; ++c)
586 if ((coin = archetype::find (*c)))
587 if (op->stats.food % coin->value == 0)
588 break;
589
590 sint32 coins = op->stats.food / coin->value;
591
592 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
593
594 if (wrap) buf << ']';
595 }
596 break;
597
570 case SKILL: 598 case SKILL:
571 case AMULET: 599 case AMULET:
572 case RING: 600 case RING:
573 if (!op->title) 601 if (!op->title)
574 { 602 {
577 605
578 if (s && *s) 606 if (s && *s)
579 buf << " " << s; 607 buf << " " << s;
580 } 608 }
581 break; 609 break;
610
582 default: 611 default:
583 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 612 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
584 buf.printf (" %+d", op->magic); 613 buf.printf (" %+d", op->magic);
585 } 614 }
586 615
595 * you can make several calls to query_name before the bufs start getting 624 * you can make several calls to query_name before the bufs start getting
596 * overwritten. This may be a bad thing (it may be easier to assume the value 625 * overwritten. This may be a bad thing (it may be easier to assume the value
597 * returned is good forever.) However, it makes printing statements that 626 * returned is good forever.) However, it makes printing statements that
598 * use several names much easier (don't need to store them to temp variables.) 627 * use several names much easier (don't need to store them to temp variables.)
599 * 628 *
629 * It is used extensively within messages, so should return only a prose
630 * and short description of the item.
600 */ 631 */
601const char * 632const char *
602query_name (const object *op) 633query_name (const object *op)
603{ 634{
604 int len = 0; 635 int len = 0;
641 */ 672 */
642 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 673 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
643 buf << " (magic)"; 674 buf << " (magic)";
644 675
645#if 0 676#if 0
646 /* item_power will be returned in desribe_item - it shouldn't really 677 /* item_power will be returned in describe_item - it shouldn't really
647 * be returned in the name. 678 * be returned in the name.
648 */ 679 */
649 if (op->item_power) 680 if (op->item_power)
650 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 681 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
651 682
683 default: 714 default:
684 buf << " (applied)"; 715 buf << " (applied)";
685 } 716 }
686 } 717 }
687 718
719 switch (op->type)
720 {
721 case LAMP:
722 if (op->glow_radius)
723 buf << " (on)";
724 else if (op->stats.food <= 0)
725 buf << " (empty)";
726 else
727 buf << " (off)";
728 break;
729
730 case TORCH:
731 if (op->glow_radius)
732 buf << " (burning)";
733 else if (op->stats.food <= 0)
734 buf << " (burned out)";
735 break;
736 }
737
688 if (QUERY_FLAG (op, FLAG_UNPAID)) 738 if (QUERY_FLAG (op, FLAG_UNPAID))
689 buf << " (unpaid)"; 739 buf << " (unpaid)";
690 740
691 return buf; 741 return buf;
692} 742}
697 * of the given object. The buffer will be overwritten at the next 747 * of the given object. The buffer will be overwritten at the next
698 * call to query_base_name(). This is a lot like query_name, but we 748 * call to query_base_name(). This is a lot like query_name, but we
699 * don't include the item count or item status. Used for inventory sorting 749 * don't include the item count or item status. Used for inventory sorting
700 * and sending to client. 750 * and sending to client.
701 * If plural is set, we generate the plural name of this. 751 * If plural is set, we generate the plural name of this.
752 *
753 * It is sometimes used to display messages, and usually only used to match stuff,
754 * so maybe this function should be removed.
702 */ 755 */
703const char * 756const char *
704query_base_name (const object *op, int plural) 757query_base_name (const object *op, int plural)
705{ 758{
706 if ((!plural && !op->name) || (plural && !op->name_pl)) 759 if ((!plural && !op->name) || (plural && !op->name_pl))
776 */ 829 */
777 if (op->has_active_speed ()) 830 if (op->has_active_speed ())
778 switch ((int) ((FABS (op->speed)) * 15)) 831 switch ((int) ((FABS (op->speed)) * 15))
779 { 832 {
780 case 0: 833 case 0:
781 buf << "(very slow movement"; 834 buf << "(very slow movement)";
782 break; 835 break;
783 case 1: 836 case 1:
784 buf << "(slow movement)"; 837 buf << "(slow movement)";
785 break; 838 break;
786 case 2: 839 case 2:
901 * wouldn't need to use the SEE_INVISIBLE flag to know it is 954 * wouldn't need to use the SEE_INVISIBLE flag to know it is
902 * a dragon player examining food. Could have things like 955 * a dragon player examining food. Could have things like
903 * a dwarven axe, in which the full abilities are only known to 956 * a dwarven axe, in which the full abilities are only known to
904 * dwarves, etc. 957 * dwarves, etc.
905 * 958 *
906 * This function is really much more complicated than it should
907 * be, because different objects have different meanings
908 * for the same field (eg, wands use 'food' for charges). This
909 * means these special cases need to be worked out.
910 *
911 * Add 'owner' who is the person examining this object. 959 * Add 'owner' who is the person examining this object.
912 * owner can be null if no one is being associated with this 960 * owner can be null if no one is being associated with this
913 * item (eg, debug dump or the like) 961 * item (eg, debug dump or the like)
914 */ 962 */
915const char * 963const char *
973 buf << "well charged."; 1021 buf << "well charged.";
974 else if (op->stats.sp == op->stats.maxsp) 1022 else if (op->stats.sp == op->stats.maxsp)
975 buf << "fully charged."; 1023 buf << "fully charged.";
976 else 1024 else
977 buf << "almost full."; 1025 buf << "almost full.";
1026 break;
1027
1028 case LAMP:
1029 {
1030 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1031 buf << "(fuel: ";
1032 if (percent == 0)
1033 buf << "empty";
1034 else if (percent < 10)
1035 buf << "very low";
1036 else if (percent < 25)
1037 buf << "low";
1038 else if (percent < 50)
1039 buf << "half empty";
1040 else if (percent < 75)
1041 buf << "half full";
1042 else if (percent < 95)
1043 buf << "well filled";
1044 else if (percent <= 100)
1045 buf << "full";
1046 buf << ")";
1047 }
978 break; 1048 break;
979 1049
980 case FOOD: 1050 case FOOD:
981 case FLESH: 1051 case FLESH:
982 case DRINK: 1052 case DRINK:
1138 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1208 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1139 1209
1140 if (op->slaying && op->type != FOOD) 1210 if (op->slaying && op->type != FOOD)
1141 buf.printf ("(slay %s)", &op->slaying); 1211 buf.printf ("(slay %s)", &op->slaying);
1142 1212
1213 if (op->type == SKILL_TOOL && op->skill) buf.printf ("(%s)", &op->skill);
1214
1143 buf.add_abilities ("Attacks", op->attacktype); 1215 buf.add_abilities ("Attacks", op->attacktype);
1144 /* resistance on flesh is only visible for quetzals. If 1216 /* resistance on flesh is only visible for quetzals. If
1145 * non flesh, everyone can see its resistances 1217 * non flesh, everyone can see its resistances
1146 */ 1218 */
1147 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1219 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1162} 1234}
1163 1235
1164void 1236void
1165examine (object *op, object *tmp) 1237examine (object *op, object *tmp)
1166{ 1238{
1167 std::string s = tmp->describe (op); 1239 std::string info = tmp->describe (op);
1168 1240
1169 new_draw_info (NDI_UNIQUE, 0, op, s.c_str ()); 1241 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1170} 1242}
1171 1243
1172/* 1244/*
1173 * inventory prints object's inventory. If inv==NULL then print player's 1245 * inventory prints object's inventory. If inv==NULL then print player's
1174 * inventory. 1246 * inventory.
1179{ 1251{
1180 static dynbuf_text buf; buf.clear (); 1252 static dynbuf_text buf; buf.clear ();
1181 1253
1182 for (object *tmp = inv; tmp; tmp = tmp->below) 1254 for (object *tmp = inv; tmp; tmp = tmp->below)
1183 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1255 if (who && QUERY_FLAG (who, FLAG_WIZ))
1184 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp)); 1256 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1185 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1257 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1186 buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp)); 1258 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1187 1259
1188 if (buf.size ()) 1260 if (buf.size ())
1189 buf.printf ("%s(total weight: %s)\n", indent, query_weight (this)); 1261 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1190 else 1262 else
1191 buf.printf ("%s(empty)\n", indent); 1263 buf.printf ("%s(empty)\n", indent);
1192 1264
1193 return buf; 1265 return buf;
1194} 1266}
1326 * Supposed to fix face-values as well here, but later. 1398 * Supposed to fix face-values as well here, but later.
1327 */ 1399 */
1328void 1400void
1329identify (object *op) 1401identify (object *op)
1330{ 1402{
1331 object *pl;
1332
1333 SET_FLAG (op, FLAG_IDENTIFIED); 1403 SET_FLAG (op, FLAG_IDENTIFIED);
1334 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1404 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1335 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1405 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1336 1406
1337 /* 1407 /*
1344 { 1414 {
1345 if (op->inv && op->randomitems) 1415 if (op->inv && op->randomitems)
1346 op->title = op->inv->name; 1416 op->title = op->inv->name;
1347 else if (op->arch) 1417 else if (op->arch)
1348 { 1418 {
1349 op->name = op->arch->object::name; 1419 op->name = op->arch->object::name;
1350 op->name_pl = op->arch->object::name_pl; 1420 op->name_pl = op->arch->object::name_pl;
1351 } 1421 }
1352 } 1422 }
1353 1423
1354 /* If the object is on a map, make sure we update its face */ 1424 /* If the object is on a map, make sure we update its face */
1355 if (op->map) 1425 if (op->map)
1356 update_object (op, UP_OBJ_CHANGE); 1426 update_object (op, UP_OBJ_CHANGE);
1357 else 1427
1358 { 1428 if (object *pl = op->visible_to ())
1359 pl = op->in_player ();
1360 if (pl)
1361 /* A lot of the values can change from an update - might as well send 1429 /* A lot of the values can change from an update - might as well send
1362 * it all. 1430 * it all.
1363 */ 1431 */
1364 esrv_send_item (pl, op); 1432 esrv_send_item (pl, op);
1365 }
1366} 1433}
1367 1434

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