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📄 actionquestreward.cpp

📁 天之炼狱1服务器端源文件游戏服务端不完整
💻 CPP
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////////////////////////////////////////////////////////////////////////////////// Filename    : ActionQuestReward.cpp// Written By  : // Description :////////////////////////////////////////////////////////////////////////////////#include "ActionQuestReward.h"#include "Creature.h"#include "PlayerCreature.h"#include "NPC.h"#include "Player.h"#include "mission/QuestManager.h"#include "mission/RewardClassInfoManager.h"#include "Gpackets/GCNPCResponse.h"#include <algorithm>////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////void ActionQuestReward::read (PropertyBuffer & propertyBuffer)    throw (Error){    __BEGIN_TRY	try 	{	} 	catch (NoSuchElementException & nsee)	{		throw Error(nsee.toString());	}	    __END_CATCH}////////////////////////////////////////////////////////////////////////////////// 咀记阑 角青茄促.////////////////////////////////////////////////////////////////////////////////void ActionQuestReward::execute (Creature * pCreature1 , Creature * pCreature2) 	throw (Error){	__BEGIN_TRY	Assert(pCreature1 != NULL);	Assert(pCreature2 != NULL);	Assert(pCreature1->isNPC());	Assert(pCreature2->isPC());	NPC* pNPC = dynamic_cast<NPC*>(pCreature1);	Assert( pNPC != NULL );	PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature2);	Assert( pPC != NULL );	QuestMessage result = COMPLETE_FAIL_INVALID_NPC;	RewardClassInfoManager* pRIM = pNPC->getRewardClassInfoManager();	Assert( pRIM != NULL );	pPC->getQuestManager()->adjustQuestStatus();	if ( !pPC->getQuestManager()->hasQuest() )	{		result = COMPLETE_FAIL_NOT_IN_QUEST;		pPC->sendCurrentQuestInfo();	}	else	{		list<RewardClass_t> rList;		list<QuestID_t> qList;		pPC->getQuestManager()->getCompletedQuestRewards( back_inserter(qList), back_inserter(rList) );		if ( !rList.empty() )		{			list<RewardClass_t>::iterator itr = rList.begin();			list<QuestID_t>::iterator qitr = qList.begin();			for ( ; itr != rList.end(); ++itr, ++qitr )			{				//cout << "Quest Reward : " << (int)*itr << " checking.." << endl;				result = pRIM->canGiveReward(*itr, pPC);				if ( result == COMPLETE_SUCCESS && !pRIM->getRewardClass(*itr)->anotherQuestReward() )				{					pPC->getQuestManager()->questRewarded( *qitr );					Assert ( pRIM->getRewardClass( *itr )->giveReward(pPC) == COMPLETE_SUCCESS );					break;				}			}		}		else		{			result = COMPLETE_FAIL_NOT_COMPLETE;		}	}	//cout << "ActionQuestReward : result " << (int)result << endl;	GCNPCResponse gcNPCResponse;	gcNPCResponse.setCode( NPC_RESPONSE_QUEST );	gcNPCResponse.setParameter( (uint)result );	pPC->getPlayer()->sendPacket( &gcNPCResponse );	__END_CATCH}////////////////////////////////////////////////////////////////////////////////// get debug string////////////////////////////////////////////////////////////////////////////////string ActionQuestReward::toString () const 	throw (){	__BEGIN_TRY	StringStream msg;	msg << "ActionQuestReward("	    << ")";	return msg.toString();	__END_CATCH}

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