📄 actiongiveeventquest.cpp
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////////////////////////////////////////////////////////////////////////////////// Filename : ActionGiveEventQuest.cpp// Written By : // Description :////////////////////////////////////////////////////////////////////////////////#include "ActionGiveEventQuest.h"#include "Creature.h"#include "PlayerCreature.h"#include "NPC.h"#include "GamePlayer.h"#include "VariableManager.h"#include "mission/QuestManager.h"#include "mission/QuestInfoManager.h"#include "mission/MonsterKillQuestInfo.h"#include "mission/EventQuestAdvance.h"#include "Gpackets/GCSelectQuestID.h"#include "Gpackets/GCMonsterKillQuestInfo.h"#include "Gpackets/GCNPCResponse.h"#include <algorithm>#include <iosfwd>////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////void ActionGiveEventQuest::read (PropertyBuffer & propertyBuffer) throw (Error){ __BEGIN_TRY try { m_QuestLevel = propertyBuffer.getPropertyInt("QuestLevel")-1; } catch (NoSuchElementException & nsee) { throw Error(nsee.toString()); } __END_CATCH}////////////////////////////////////////////////////////////////////////////////// 咀记阑 角青茄促.////////////////////////////////////////////////////////////////////////////////void ActionGiveEventQuest::execute (Creature * pCreature1 , Creature * pCreature2) throw (Error){ __BEGIN_TRY Assert(pCreature1 != NULL); Assert(pCreature1->isNPC()); Assert(pCreature2 != NULL); Assert(pCreature2->isPC()); NPC* pNPC = dynamic_cast<NPC*>(pCreature1); Assert( pNPC != NULL ); PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature2); Assert( pPC != NULL ); Player* pPlayer = pCreature2->getPlayer(); Assert( pPlayer != NULL ); if ( !pPC->getQuestManager()->canStartMoreQuest() ) { GCNPCResponse gcNPCResponse; gcNPCResponse.setCode( NPC_RESPONSE_QUEST ); gcNPCResponse.setParameter( (uint)START_FAIL_QUEST_NUM_EXCEEDED ); pPlayer->sendPacket( &gcNPCResponse ); return; } if ( pPC->getQuestManager()->getEventQuestAdvanceManager()->getQuestLevel() != m_QuestLevel ) { GCNPCResponse gcNPCResponse; gcNPCResponse.setCode( NPC_RESPONSE_QUEST ); gcNPCResponse.setParameter( (uint)START_FAIL_PC ); pPlayer->sendPacket( &gcNPCResponse ); return; } list<QuestID_t> quests; pNPC->getQuestInfoManager()->getEventQuestIDs( m_QuestLevel, pPC, back_inserter( quests ) ); //cout << "Quest List : "; //copy( quests.begin(), quests.end(), ostream_iterator<DWORD>(cout, ",") ); //cout << endl; GCSelectQuestID gcGiveEventQuestID( quests.begin(), quests.end() ); pPlayer->sendPacket( &gcGiveEventQuestID ); __END_CATCH}////////////////////////////////////////////////////////////////////////////////// get debug string////////////////////////////////////////////////////////////////////////////////string ActionGiveEventQuest::toString () const throw (){ __BEGIN_TRY StringStream msg; msg << "ActionGiveEventQuest(" << ")"; return msg.toString(); __END_CATCH}
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