📄 actionquestreward.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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