📄 questlimitkind_quest.cpp
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// QuestLimitKind_Quest.cpp: implementation of the CQuestLimitKind_Quest class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "QuestLimitKind_Quest.h"
#include "QuestScriptLoader.h"
#include "Quest.h"
#ifdef _MAPSERVER_
#include "QuestGroup.h"
#else
#include "QuestManager.h"
#endif
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CQuestLimitKind_Quest::CQuestLimitKind_Quest( DWORD dwLimitKind, CStrTokenizer* pTokens, DWORD dwQuestIdx, DWORD dwSubQuestIdx )
: CQuestLimitKind( dwLimitKind, pTokens, dwQuestIdx, dwSubQuestIdx )
{
GetScriptParam( m_dwIdx, pTokens );
}
CQuestLimitKind_Quest::~CQuestLimitKind_Quest()
{
}
BOOL CQuestLimitKind_Quest::CheckLimit( PLAYERTYPE* pPlayer, CQuestGroup* pQuestGroup, CQuest* pQuest )
{
#ifdef _MAPSERVER_
switch( m_dwLimitKind )
{
case eQuestLimitKind_Quest:
{
if( pQuestGroup->GetQuest( m_dwIdx )->IsQuestComplete() )
return TRUE;
}
break;
case eQuestLimitKind_SubQuest:
{
if( pQuest->IsSubQuestComplete( m_dwIdx ) )
return TRUE;
}
break;
}
#endif
return FALSE;
}
BOOL CQuestLimitKind_Quest::CheckLimit( DWORD dwQuestIdx, DWORD dwSubQuestIdx )
{
#ifndef _MAPSERVER_
switch( m_dwLimitKind )
{
case eQuestLimitKind_Quest:
{
if( QUESTMGR->GetQuest( dwQuestIdx )->IsQuestComplete() )
return TRUE;
}
break;
case eQuestLimitKind_SubQuest:
{
if( QUESTMGR->GetQuest( dwQuestIdx )->IsSubQuestComplete( dwSubQuestIdx ) )
return TRUE;
}
break;
}
#endif
return FALSE;
}
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