- void CHARACTER::ClearItem()
- {
- int i;
- LPITEM item;
- for (i = 0; i < INVENTORY_AND_EQUIP_SLOT_MAX; ++i)
- {
- if ((item = GetInventoryItem(i)))
- {
- item->SetSkipSave(true);
- ITEM_MANAGER::instance().FlushDelayedSave(item);
- item->RemoveFromCharacter();
- M2_DESTROY_ITEM(item);
- SyncQuickslot(QUICKSLOT_TYPE_ITEM, i, 255);
- }
- }
- for (i = 0; i < DRAGON_SOUL_INVENTORY_MAX_NUM; ++i)
- {
- if ((item = GetItem(TItemPos(DRAGON_SOUL_INVENTORY, i))))
- {
- item->SetSkipSave(true);
- ITEM_MANAGER::instance().FlushDelayedSave(item);
- item->RemoveFromCharacter();
- M2_DESTROY_ITEM(item);
- }
- }
- #ifdef ENABLE_SPLIT_INVENTORY_SYSTEM
- for (i = 0; i < SKILL_BOOK_INVENTORY_MAX_NUM; ++i)
- {
- if ((item = GetItem(TItemPos(SKILL_BOOK_INVENTORY, i))))
- {
- item->SetSkipSave(true);
- ITEM_MANAGER::instance().FlushDelayedSave(item);
- item->RemoveFromCharacter();
- M2_DESTROY_ITEM(item);
- }
- }
- for (i = 0; i < UPGRADE_ITEMS_INVENTORY_MAX_NUM; ++i)
- {
- if ((item = GetItem(TItemPos(UPGRADE_ITEMS_INVENTORY, i))))
- {
- item->SetSkipSave(true);
- ITEM_MANAGER::instance().FlushDelayedSave(item);
- item->RemoveFromCharacter();
- M2_DESTROY_ITEM(item);
- }
- }
- for (i = 0; i < STONE_INVENTORY_MAX_NUM; ++i)
- {
- if ((item = GetItem(TItemPos(STONE_INVENTORY, i))))
- {
- item->SetSkipSave(true);
- ITEM_MANAGER::instance().FlushDelayedSave(item);
- item->RemoveFromCharacter();
- M2_DESTROY_ITEM(item);
- }
- }
- for (i = 0; i < BOX_INVENTORY_MAX_NUM; ++i)
- {
- if ((item = GetItem(TItemPos(BOX_INVENTORY, i))))
- {
- item->SetSkipSave(true);
- ITEM_MANAGER::instance().FlushDelayedSave(item);
- item->RemoveFromCharacter();
- M2_DESTROY_ITEM(item);
- }
- }
- for (i = 0; i < EFSUN_INVENTORY_MAX_NUM; ++i)
- {
- if ((item = GetItem(TItemPos(EFSUN_INVENTORY, i))))
- {
- item->SetSkipSave(true);
- ITEM_MANAGER::instance().FlushDelayedSave(item);
- item->RemoveFromCharacter();
- M2_DESTROY_ITEM(item);
- }
- }
- for (i = 0; i < CICEK_INVENTORY_MAX_NUM; ++i)
- {
- if ((item = GetItem(TItemPos(CICEK_INVENTORY, i))))
- {
- item->SetSkipSave(true);
- ITEM_MANAGER::instance().FlushDelayedSave(item);
- item->RemoveFromCharacter();
- M2_DESTROY_ITEM(item);
- }
- }
- #endif
- }