📄 conditionentercastledungeon.h
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////////////////////////////////////////////////////////////////////////////////// Filename : ConditionEnterCastleDungeon.h// Written By : // Description :////////////////////////////////////////////////////////////////////////////////#ifndef __ENTER_CASTLE_DUNGEON_H__#define __ENTER_CASTLE_DUNGEON_H__#include "Condition.h"#include "ConditionFactory.h"#include "Creature.h"//////////////////////////////////////////////////////////////////////////////// class ConditionEnterCastleDungeon;//////////////////////////////////////////////////////////////////////////////class ConditionEnterCastleDungeon : public Condition {public: virtual ConditionType_t getConditionType() const throw() { return CONDITION_ENTER_CASTLE_DUNGEON; } virtual bool isPassive() const throw() { return true; } virtual bool isSatisfied(Creature* pNPC, Creature* pPC = NULL, void* pParam = NULL) const throw(); virtual void read(PropertyBuffer & propertyBuffer) throw(Error); ZoneID_t getCastleZoneID() const { return m_CastleZoneID; } virtual string toString() const throw();public: ZoneID_t m_CastleZoneID;};//////////////////////////////////////////////////////////////////////////////// class ConditionEnterCastleDungeonFactory;//////////////////////////////////////////////////////////////////////////////class ConditionEnterCastleDungeonFactory : public ConditionFactory {public: virtual ConditionType_t getConditionType() const throw() { return Condition::CONDITION_ENTER_CASTLE_DUNGEON; } virtual Condition* createCondition() const throw() { return new ConditionEnterCastleDungeon(); } virtual string getConditionName() const throw() { return "EnterCastleDungeon"; }};#endif
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