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Use quest_id enum in QuestStatus

pull/2602/merge
BC Ko 5 years ago committed by GitHub
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  1. 10
      Source/quests.cpp
  2. 3
      Source/quests.h

10
Source/quests.cpp

@ -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();

3
Source/quests.h

@ -12,6 +12,7 @@
#include "engine/point.hpp"
#include "gendung.h"
#include "monster.h"
#include "objdat.h"
#include "textdat.h"
#include "utils/stdcompat/optional.hpp"
@ -87,7 +88,7 @@ void InitQuests();
void InitialiseQuestPools(uint32_t seed, QuestStruct quests[]);
void CheckQuests();
bool ForceQuests();
bool QuestStatus(int i);
bool QuestStatus(quest_id questId);
void CheckQuestKill(const MonsterStruct &monster, bool sendmsg);
void DRLG_CheckQuests(int x, int y);
void SetReturnLvlPos();

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