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-rw-r--r--src/inventory.cpp44
1 files changed, 1 insertions, 43 deletions
diff --git a/src/inventory.cpp b/src/inventory.cpp
index 3a2d3742..6cfcb921 100644
--- a/src/inventory.cpp
+++ b/src/inventory.cpp
@@ -23,12 +23,8 @@
#include "inventory.h"
-#include "equipment.h"
#include "item.h"
-#include "net/messageout.h"
-#include "net/protocol.h"
-
Inventory::Inventory()
{
items = new Item[INVENTORY_SIZE];
@@ -65,7 +61,7 @@ void Inventory::addItem(int index, int id, int quantity, bool equipment)
}
-void Inventory::resetItems()
+void Inventory::clear()
{
for (int i = 0; i < INVENTORY_SIZE; i++) {
items[i].setId(-1);
@@ -95,44 +91,6 @@ bool Inventory::contains(Item *item)
return false;
}
-int Inventory::useItem(Item *item)
-{
- MessageOut outMsg;
- outMsg.writeInt16(CMSG_PLAYER_INVENTORY_USE);
- outMsg.writeInt16(item->getInvIndex());
- outMsg.writeInt32(item->getId());
- // Note: id is dest of item, usually player_node->account_ID ??
- return 0;
-}
-
-int Inventory::dropItem(Item *item, int quantity)
-{
- // TODO: Fix wrong coordinates of drops, serverside?
- MessageOut outMsg;
- outMsg.writeInt16(CMSG_PLAYER_INVENTORY_DROP);
- outMsg.writeInt16(item->getInvIndex());
- outMsg.writeInt16(quantity);
- return 0;
-}
-
-void Inventory::equipItem(Item *item)
-{
- MessageOut outMsg;
- outMsg.writeInt16(CMSG_PLAYER_EQUIP);
- outMsg.writeInt16(item->getInvIndex());
- outMsg.writeInt16(0);
-}
-
-void Inventory::unequipItem(Item *item)
-{
- MessageOut outMsg;
- outMsg.writeInt16(CMSG_PLAYER_UNEQUIP);
- outMsg.writeInt16(item->getInvIndex());
-
- // Tidy equipment directly to avoid weapon still shown bug, by instance
- Equipment::getInstance()->removeEquipment(item);
-}
-
int Inventory::getFreeSlot()
{
for (int i = 2; i < INVENTORY_SIZE; i++) {