|
|
|
|
@ -445,15 +445,15 @@ bool ForceQuests()
|
|
|
|
|
return false; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
bool QuestStatus(int i) |
|
|
|
|
bool QuestStatus(quest_id questId) |
|
|
|
|
{ |
|
|
|
|
if (setlevel) |
|
|
|
|
return false; |
|
|
|
|
if (currlevel != Quests[i]._qlevel) |
|
|
|
|
if (currlevel != Quests[questId]._qlevel) |
|
|
|
|
return false; |
|
|
|
|
if (Quests[i]._qactive == QUEST_NOTAVAIL) |
|
|
|
|
if (Quests[questId]._qactive == QUEST_NOTAVAIL) |
|
|
|
|
return false; |
|
|
|
|
if (gbIsMultiplayer && QuestData[i].isSinglePlayerOnly) |
|
|
|
|
if (gbIsMultiplayer && QuestData[questId].isSinglePlayerOnly) |
|
|
|
|
return false; |
|
|
|
|
return true; |
|
|
|
|
} |
|
|
|
|
@ -518,7 +518,7 @@ void CheckQuestKill(const MonsterStruct &monster, bool sendmsg)
|
|
|
|
|
void DRLG_CheckQuests(int x, int y) |
|
|
|
|
{ |
|
|
|
|
for (int i = 0; i < MAXQUESTS; i++) { |
|
|
|
|
if (QuestStatus(i)) { |
|
|
|
|
if (QuestStatus(static_cast<quest_id>(i))) { |
|
|
|
|
switch (Quests[i]._qtype) { |
|
|
|
|
case Q_BUTCHER: |
|
|
|
|
DrawButcher(); |
|
|
|
|
|