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authorYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-07-27 14:46:41 +0200
committerYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-07-27 14:46:41 +0200
commit8aaa341a8ee51853737eabf52fe369f75be07e93 (patch)
tree2fe6df6d53955da0f06d175db303df40751faa84 /src/game-server/buysell.cpp
parent006a213747eb8063ad543211b9776caba027ea4a (diff)
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Begun Applying the new equipment slot handling design.
now, the equipment slots are independant from the inventory slots according to the inventory and equipment data. This will permit to avoid checking the equipment each time one touches the inventory and vice versa, and make the former delayed mode useless. Also, note that equipped items will be removed from inventory and readded once unequipped. The design will permit the following, even if not implemented yet: - To make equipment items stackable again, if wanted. - Have more than one item with the same id equipped on different slots using the itemInstance field. Note: I didn't add the database structure updates yet, to see whether other changes may later go along with those.
Diffstat (limited to 'src/game-server/buysell.cpp')
-rw-r--r--src/game-server/buysell.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/game-server/buysell.cpp b/src/game-server/buysell.cpp
index a9658546..78c2bfe0 100644
--- a/src/game-server/buysell.cpp
+++ b/src/game-server/buysell.cpp
@@ -72,9 +72,9 @@ int BuySell::registerPlayerItems()
// We parse the player inventory and add all item
// in a sell list.
- const Possessions &charPoss = mChar->getPossessions();
- for (InventoryData::const_iterator it = charPoss.inventory.begin(),
- it_end = charPoss.inventory.end(); it != it_end; ++it)
+ const InventoryData &inventoryData = mChar->getPossessions().getInventory();
+ for (InventoryData::const_iterator it = inventoryData.begin(),
+ it_end = inventoryData.end(); it != it_end; ++it)
{
unsigned int nb = it->second.amount;
if (!nb)