summaryrefslogtreecommitdiff
path: root/src/map/pc.c
diff options
context:
space:
mode:
authorultramage <ultramage@54d463be-8e91-2dee-dedb-b68131a5f0ec>2008-04-27 11:06:55 +0000
committerultramage <ultramage@54d463be-8e91-2dee-dedb-b68131a5f0ec>2008-04-27 11:06:55 +0000
commitaf99be9bd11d716e0b8ef8eab4a36c9b9925e4c8 (patch)
tree45c74210524f6069f3cb6750744cb59af5031c30 /src/map/pc.c
parent8dedf18e168afd90230af1997edb593431b36e03 (diff)
downloadhercules-af99be9bd11d716e0b8ef8eab4a36c9b9925e4c8.tar.gz
hercules-af99be9bd11d716e0b8ef8eab4a36c9b9925e4c8.tar.bz2
hercules-af99be9bd11d716e0b8ef8eab4a36c9b9925e4c8.tar.xz
hercules-af99be9bd11d716e0b8ef8eab4a36c9b9925e4c8.zip
Cleaning up the itemdb reload mess (see r12635, r12643, r12650, r12661, r12662, r12663)
* the player data inventory-itemdb index is now refreshed using pc_setinventorydata() * mobdb will no longer initialize with nonexistent items, and mobs will no longer drop them in case of a reload * the clif_buylist() function once again hides invalid npc shop items * it is no longer possible to purchase nonexistent items from a npc shop * npc shop loading will not abort if there is a nonexistent item entry, it will just skip over it git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@12665 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/pc.c')
-rw-r--r--src/map/pc.c7
1 files changed, 3 insertions, 4 deletions
diff --git a/src/map/pc.c b/src/map/pc.c
index 7d268a0f5..0557708cb 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -2965,12 +2965,11 @@ int pc_delitem(struct map_session_data *sd,int n,int amount,int type)
{
nullpo_retr(1, sd);
- if(sd->status.inventory[n].nameid==0 || amount <= 0 || sd->status.inventory[n].amount<amount || (sd->inventory_data[n] == NULL && ~type&4))
+ if(sd->status.inventory[n].nameid==0 || amount <= 0 || sd->status.inventory[n].amount<amount || sd->inventory_data[n] == NULL)
return 1;
sd->status.inventory[n].amount -= amount;
- if(~type&4)
- sd->weight -= sd->inventory_data[n]->weight*amount ;
+ sd->weight -= sd->inventory_data[n]->weight*amount ;
if(sd->status.inventory[n].amount<=0){
if(sd->status.inventory[n].equip)
pc_unequipitem(sd,n,3);
@@ -3458,7 +3457,7 @@ int pc_steal_item(struct map_session_data *sd,struct block_list *bl, int lv)
// Try dropping one item, in the order from first to last possible slot.
// Droprate is affected by the skill success rate.
for( i = 0; i < MAX_STEAL_DROP; i++ )
- if( md->db->dropitem[i].nameid > 0 && rand() % 10000 < md->db->dropitem[i].p * rate/100. )
+ if( md->db->dropitem[i].nameid > 0 && itemdb_exists(md->db->dropitem[i].nameid) && rand() % 10000 < md->db->dropitem[i].p * rate/100. )
break;
if( i == MAX_STEAL_DROP )
return 0;