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author | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2011-11-01 16:47:04 +0100 |
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committer | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2011-11-01 17:16:05 +0100 |
commit | 4e0cd127c49f9d209ed45ab620a7cccb4f608950 (patch) | |
tree | d1d6318beb4511d0d7bcbf2de0da39279736be44 | |
parent | 5922e27d2bc4d2b5ab906afbe2bc029ac90cb2ed (diff) | |
download | manaserv-4e0cd127c49f9d209ed45ab620a7cccb4f608950.tar.gz manaserv-4e0cd127c49f9d209ed45ab620a7cccb4f608950.tar.bz2 manaserv-4e0cd127c49f9d209ed45ab620a7cccb4f608950.tar.xz manaserv-4e0cd127c49f9d209ed45ab620a7cccb4f608950.zip |
Removed the inventory check
We can't arbitrarily remove inventory items on initialization, and
shouldn't have to, because what's in the DB was correct when it was
stored.
Also, there should be no need to check the inventory after inserting
items, since the insert method should already make sure not to insert
items when there is no space.
Reviewed-by: Yohann Ferreira
-rw-r--r-- | src/game-server/inventory.cpp | 46 |
1 files changed, 0 insertions, 46 deletions
diff --git a/src/game-server/inventory.cpp b/src/game-server/inventory.cpp index e486f7c0..1c52bcfc 100644 --- a/src/game-server/inventory.cpp +++ b/src/game-server/inventory.cpp @@ -134,50 +134,6 @@ void Inventory::initialize() ++it2; } - - checkInventorySize(); -} - -void Inventory::checkInventorySize() -{ - /* - * Check that the inventory size is greater than or equal to the size - * needed. - * If not, forcibly drop items from the end until it is. - * Check that inventory capacity is greater than or equal to zero. - * If not, forcibly drop items from the end until it is. - */ - while (mPoss->inventory.size() > INVENTORY_SLOTS - || mCharacter->getModifiedAttribute(ATTR_INV_CAPACITY) < 0) - { - LOG_WARN("Inventory: oversize inventory! Deleting '" - << mPoss->inventory.rbegin()->second.amount - << "' items of type '" - << mPoss->inventory.rbegin()->second.itemId - << "' from slot '" - << mPoss->inventory.rbegin()->first - << "' of character '" - << mCharacter->getName() - << "'!"); - - // Remove the items from inventory - removeFromSlot(mPoss->inventory.rbegin()->first, - mPoss->inventory.rbegin()->second.amount); - - // Drop them on the floor - ItemClass *ic = itemManager->getItem(mPoss->inventory.rbegin()->first); - int nb = mPoss->inventory.rbegin()->second.amount; - Item *item = new Item(ic, nb); - item->setMap(mCharacter->getMap()); - item->setPosition(mCharacter->getPosition()); - if (!GameState::insert(item)) - { - // Warn about drop failure - LOG_WARN("Impossible to drop " << nb << " item(s) id: " - << ic->getDatabaseID() << " for character: '" - << mCharacter->getName() << "'!"); - } - } } unsigned int Inventory::getItem(unsigned int slot) const @@ -258,8 +214,6 @@ unsigned int Inventory::insert(unsigned int itemId, unsigned int amount) if (invMsg.getLength() > 2) gameHandler->sendTo(mCharacter, invMsg); - checkInventorySize(); - return amount; } |