Various quest system fixes (seasonal quests, timed quests and more) (#18940)
- Unify quest status checking function, use dedicated function instead of direct map checks - Fixed seasonal quest chains and ability to complete the same quests rewarded in past - Update area dependent auras on quest status change (they often requires specific quest status) - Send all not stored quest rewards by mail - When casting quest reward spell, check if it is not self casted, if so - use player to cast this spell - Perform full db save on quest reward to prevent data desynchronization - Don't allow to fail completed timed quests, except for quests which are completed right from the start - Don't allow to share pooled quests, if they are not available in the current pool (eg sharing easy dalaran weeklies, stored at alt character) - Remove seasonal quest if rewarded quest is removed - Don't complete whole quest on AreaExplore event, check if there are no more requirements that should be fulfilled - Quests with flag QUEST_SPECIAL_FLAGS_PLAYER_KILL can be only credited in quest zone Closes #18913 Closes #11187 Closes #15279
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@@ -76,6 +76,7 @@
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#include "OutdoorPvPMgr.h"
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#include "Pet.h"
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#include "PhasingHandler.h"
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#include "PoolMgr.h"
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#include "QueryCallback.h"
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#include "QueryHolder.h"
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#include "QuestDef.h"
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@@ -14721,7 +14722,7 @@ bool Player::CanCompleteQuest(uint32 quest_id)
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if (!qInfo)
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return false;
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if (!qInfo->IsRepeatable() && m_RewardedQuests.find(quest_id) != m_RewardedQuests.end())
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if (!qInfo->IsRepeatable() && GetQuestRewardStatus(quest_id))
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return false; // not allow re-complete quest
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// auto complete quest
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@@ -15122,12 +15123,13 @@ void Player::RewardQuest(Quest const* quest, uint32 reward, Object* questGiver,
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SendNewItem(item, quest->RewardItemIdCount[i], true, false, false, false);
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}
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else if (quest->IsDFQuest())
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SendItemRetrievalMail(quest->RewardItemId[i], quest->RewardItemIdCount[i]);
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SendItemRetrievalMail(itemId, quest->RewardItemIdCount[i]);
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}
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}
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}
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for (uint8 i = 0; i < QUEST_REWARD_CURRENCY_COUNT; ++i)
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{
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if (quest->RewardCurrencyId[i])
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{
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uint32 rewardCurrencyCount = quest->RewardCurrencyCount[i];
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@@ -15138,6 +15140,7 @@ void Player::RewardQuest(Quest const* quest, uint32 reward, Object* questGiver,
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ModifyCurrency(quest->RewardCurrencyId[i], rewardCurrencyCount, !quest->IsDFQuest());
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}
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}
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if (uint32 skill = quest->GetRewardSkillId())
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UpdateSkillPro(skill, 1000, quest->GetRewardSkillPoints());
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@@ -15159,10 +15162,10 @@ void Player::RewardQuest(Quest const* quest, uint32 reward, Object* questGiver,
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if (log_slot < MAX_QUEST_LOG_SIZE)
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SetQuestSlot(log_slot, 0);
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bool rewarded = (m_RewardedQuests.find(quest_id) != m_RewardedQuests.end());
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bool rewarded = IsQuestRewarded(quest_id) && !quest->IsDFQuest();
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// Not give XP in case already completed once repeatable quest
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uint32 XP = rewarded && !quest->IsDFQuest() ? 0 : uint32(quest->GetXPReward(this) * sWorld->getRate(RATE_XP_QUEST));
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uint32 XP = rewarded ? 0 : uint32(quest->GetXPReward(this) * sWorld->getRate(RATE_XP_QUEST));
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// handle SPELL_AURA_MOD_XP_QUEST_PCT auras
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Unit::AuraEffectList const& ModXPPctAuras = GetAuraEffectsByType(SPELL_AURA_MOD_XP_QUEST_PCT);
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@@ -15245,12 +15248,6 @@ void Player::RewardQuest(Quest const* quest, uint32 reward, Object* questGiver,
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if (quest->CanIncreaseRewardedQuestCounters())
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SetRewardedQuest(quest_id);
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// StoreNewItem, mail reward, etc. save data directly to the database
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// to prevent exploitable data desynchronisation we save the quest status to the database too
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// (to prevent rewarding this quest another time while rewards were already given out)
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SQLTransaction trans = SQLTransaction(nullptr);
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_SaveQuestStatus(trans);
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if (announce)
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SendQuestReward(quest, questGiver ? questGiver->ToCreature() : nullptr, XP);
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@@ -15260,7 +15257,7 @@ void Player::RewardQuest(Quest const* quest, uint32 reward, Object* questGiver,
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if (quest->GetRewSpellCast() > 0)
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{
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SpellInfo const* spellInfo = ASSERT_NOTNULL(sSpellMgr->GetSpellInfo(quest->GetRewSpellCast()));
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if (questGiver->isType(TYPEMASK_UNIT) && !spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL) && !spellInfo->HasEffect(SPELL_EFFECT_CREATE_ITEM) && !quest->HasFlag(QUEST_FLAGS_PLAYER_CAST_ON_COMPLETE))
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if (questGiver->isType(TYPEMASK_UNIT) && !spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL) && !spellInfo->HasEffect(SPELL_EFFECT_CREATE_ITEM) && !spellInfo->IsSelfCast() && !quest->HasFlag(QUEST_FLAGS_PLAYER_CAST_ON_COMPLETE))
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{
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if (Creature* creature = GetMap()->GetCreature(questGiver->GetGUID()))
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creature->CastSpell(this, quest->GetRewSpellCast(), true);
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@@ -15271,7 +15268,7 @@ void Player::RewardQuest(Quest const* quest, uint32 reward, Object* questGiver,
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else if (quest->GetRewSpell() > 0)
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{
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(quest->GetRewSpell());
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if (questGiver->isType(TYPEMASK_UNIT) && !spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL) && !spellInfo->HasEffect(SPELL_EFFECT_CREATE_ITEM) && !quest->HasFlag(QUEST_FLAGS_PLAYER_CAST_ON_COMPLETE))
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if (questGiver->isType(TYPEMASK_UNIT) && !spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL) && !spellInfo->HasEffect(SPELL_EFFECT_CREATE_ITEM) && !spellInfo->IsSelfCast() && !quest->HasFlag(QUEST_FLAGS_PLAYER_CAST_ON_COMPLETE))
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{
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if (Creature* creature = GetMap()->GetCreature(questGiver->GetGUID()))
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creature->CastSpell(this, quest->GetRewSpell(), true);
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@@ -15285,6 +15282,9 @@ void Player::RewardQuest(Quest const* quest, uint32 reward, Object* questGiver,
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UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT);
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UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST, quest->GetQuestId());
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// make full db save
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SaveToDB(false);
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if (quest->HasFlag(QUEST_FLAGS_FLAGS_PVP))
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{
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pvpInfo.IsHostile = pvpInfo.IsInHostileArea || HasPvPForcingQuest();
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@@ -15312,13 +15312,15 @@ void Player::FailQuest(uint32 questId)
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{
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if (Quest const* quest = sObjectMgr->GetQuestTemplate(questId))
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{
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// Already complete quests shouldn't turn failed.
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if (GetQuestStatus(questId) == QUEST_STATUS_COMPLETE && !quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED))
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return;
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QuestStatus qStatus = GetQuestStatus(questId);
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// You can't fail a quest if you don't have it, or if it's already rewarded.
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if (GetQuestStatus(questId) == QUEST_STATUS_NONE || GetQuestStatus(questId) == QUEST_STATUS_REWARDED)
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return;
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// we can only fail incomplete quest or...
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if (qStatus != QUEST_STATUS_INCOMPLETE)
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{
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// completed timed quest with no requirements
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if (qStatus != QUEST_STATUS_COMPLETE || !quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED) || !quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_COMPLETED_AT_START))
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return;
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}
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SetQuestStatus(questId, QUEST_STATUS_FAILED);
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@@ -15698,7 +15700,7 @@ bool Player::SatisfyQuestExclusiveGroup(Quest const* qInfo, bool msg) const
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}
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// alternative quest already started or completed - but don't check rewarded states if both are repeatable
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if (GetQuestStatus(exclude_Id) != QUEST_STATUS_NONE || (!(qInfo->IsRepeatable() && Nquest->IsRepeatable()) && (m_RewardedQuests.find(exclude_Id) != m_RewardedQuests.end())))
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if (GetQuestStatus(exclude_Id) != QUEST_STATUS_NONE || (!(qInfo->IsRepeatable() && Nquest->IsRepeatable()) && GetQuestRewardStatus(exclude_Id)))
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{
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if (msg)
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{
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@@ -15873,7 +15875,7 @@ bool Player::GetQuestRewardStatus(uint32 quest_id) const
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// for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
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if (!qInfo->IsRepeatable())
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return m_RewardedQuests.find(quest_id) != m_RewardedQuests.end();
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return IsQuestRewarded(quest_id);
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return false;
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}
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@@ -15888,14 +15890,8 @@ QuestStatus Player::GetQuestStatus(uint32 quest_id) const
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if (itr != m_QuestStatus.end())
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return itr->second.Status;
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if (Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest_id))
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{
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if (qInfo->IsSeasonal() && !qInfo->IsRepeatable())
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return SatisfyQuestSeasonal(qInfo, false) ? QUEST_STATUS_NONE : QUEST_STATUS_REWARDED;
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if (!qInfo->IsRepeatable() && IsQuestRewarded(quest_id))
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return QUEST_STATUS_REWARDED;
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}
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if (GetQuestRewardStatus(quest_id))
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return QUEST_STATUS_REWARDED;
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}
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return QUEST_STATUS_NONE;
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}
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@@ -15903,7 +15899,22 @@ QuestStatus Player::GetQuestStatus(uint32 quest_id) const
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bool Player::CanShareQuest(uint32 quest_id) const
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{
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Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest_id);
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return qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE) && IsActiveQuest(quest_id);
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if (qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE))
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{
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QuestStatusMap::const_iterator itr = m_QuestStatus.find(quest_id);
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if (itr != m_QuestStatus.end())
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{
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if (itr->second.Status != QUEST_STATUS_INCOMPLETE)
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return false;
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// in pool and not currently available (wintergrasp weekly, dalaran weekly) - can't share
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if (sPoolMgr->IsPartOfAPool<Quest>(quest_id) && !sPoolMgr->IsSpawnedObject<Quest>(quest_id))
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return false;
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return true;
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}
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}
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return false;
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}
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void Player::SetQuestStatus(uint32 questId, QuestStatus status, bool update /*= true*/)
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@@ -15944,6 +15955,18 @@ void Player::RemoveRewardedQuest(uint32 questId, bool update /*= true*/)
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m_RewardedQuestsSave[questId] = QUEST_FORCE_DELETE_SAVE_TYPE;
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}
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// Remove seasonal quest also
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Quest const* qInfo = sObjectMgr->GetQuestTemplate(questId);
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if (qInfo->IsSeasonal())
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{
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uint16 eventId = qInfo->GetEventIdForQuest();
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if (m_seasonalquests.find(eventId) != m_seasonalquests.end())
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{
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m_seasonalquests[eventId].erase(questId);
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m_SeasonalQuestChanged = true;
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}
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}
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if (update)
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SendQuestUpdate(questId);
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}
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@@ -16228,12 +16251,15 @@ void Player::AreaExploredOrEventHappens(uint32 questId)
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{
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QuestStatusData& q_status = m_QuestStatus[questId];
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if (!q_status.Explored)
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// Dont complete failed quest
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if (!q_status.Explored && q_status.Status != QUEST_STATUS_FAILED)
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{
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q_status.Explored = true;
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m_QuestStatusSave[questId] = QUEST_DEFAULT_SAVE_TYPE;
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SetQuestSlotState(log_slot, QUEST_STATE_COMPLETE);
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SendQuestComplete(qInfo);
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// if we cannot complete quest send exploration succeded (to mark exploration on client)
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if (!CanCompleteQuest(questId))
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SendQuestComplete(qInfo);
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}
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}
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if (CanCompleteQuest(questId))
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@@ -16433,7 +16459,8 @@ void Player::KilledPlayerCredit(uint16 count)
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QuestStatusData& q_status = m_QuestStatus[questid];
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if (q_status.Status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->IsAllowedInRaid(GetMap()->GetDifficulty())))
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{
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if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_PLAYER_KILL))
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// PvP Killing quest require player to be in same zone as quest zone (only 2 quests so no doubt)
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if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_PLAYER_KILL) && GetZoneId() == static_cast<uint32>(qInfo->GetZoneOrSort()))
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{
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KilledPlayerCreditForQuest(count, qInfo);
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break; // there is only one quest per zone
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@@ -20478,7 +20505,7 @@ void Player::_SaveWeeklyQuestStatus(SQLTransaction& trans)
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void Player::_SaveSeasonalQuestStatus(SQLTransaction& trans)
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{
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if (!m_SeasonalQuestChanged || m_seasonalquests.empty())
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if (!m_SeasonalQuestChanged)
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return;
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// we don't need transactions here.
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@@ -20486,6 +20513,11 @@ void Player::_SaveSeasonalQuestStatus(SQLTransaction& trans)
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stmt->setUInt32(0, GetGUID().GetCounter());
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trans->Append(stmt);
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m_SeasonalQuestChanged = false;
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if (m_seasonalquests.empty())
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return;
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for (SeasonalEventQuestMap::const_iterator iter = m_seasonalquests.begin(); iter != m_seasonalquests.end(); ++iter)
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{
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uint16 eventId = iter->first;
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@@ -20501,8 +20533,6 @@ void Player::_SaveSeasonalQuestStatus(SQLTransaction& trans)
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trans->Append(stmt);
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}
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}
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m_SeasonalQuestChanged = false;
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}
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void Player::_SaveMonthlyQuestStatus(SQLTransaction& trans)
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@@ -4991,6 +4991,26 @@ void ObjectMgr::LoadQuests()
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qinfo->SetSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED);
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if (qinfo->_requiredPlayerKills)
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qinfo->SetSpecialFlag(QUEST_SPECIAL_FLAGS_PLAYER_KILL);
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// Special flag to determine if quest is completed from the start, used to determine if we can fail timed quest if it is completed
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if (!qinfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_KILL | QUEST_SPECIAL_FLAGS_CAST | QUEST_SPECIAL_FLAGS_SPEAKTO | QUEST_SPECIAL_FLAGS_EXPLORATION_OR_EVENT))
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{
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bool addFlag = true;
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if (qinfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER))
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{
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for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
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{
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if (qinfo->RequiredItemId[j] != 0 && (qinfo->RequiredItemId[j] != qinfo->GetSrcItemId() || qinfo->RequiredItemCount[j] > qinfo->GetSrcItemCount()))
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{
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addFlag = false;
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break;
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}
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}
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}
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if (addFlag)
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qinfo->SetSpecialFlag(QUEST_SPECIAL_FLAGS_COMPLETED_AT_START);
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}
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}
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// check QUEST_SPECIAL_FLAGS_EXPLORATION_OR_EVENT for spell with SPELL_EFFECT_QUEST_COMPLETE
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@@ -186,7 +186,8 @@ enum QuestSpecialFlags
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QUEST_SPECIAL_FLAGS_SPEAKTO = 0x100, // Internal flag computed only
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QUEST_SPECIAL_FLAGS_KILL = 0x200, // Internal flag computed only
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QUEST_SPECIAL_FLAGS_TIMED = 0x400, // Internal flag computed only
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QUEST_SPECIAL_FLAGS_PLAYER_KILL = 0x800 // Internal flag computed only
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QUEST_SPECIAL_FLAGS_PLAYER_KILL = 0x800, // Internal flag computed only
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QUEST_SPECIAL_FLAGS_COMPLETED_AT_START = 0x1000 // Internal flag computed only
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};
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enum QuestStatusFlags
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@@ -1243,6 +1243,14 @@ bool SpellInfo::NeedsToBeTriggeredByCaster(SpellInfo const* triggeringSpell) con
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return false;
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}
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bool SpellInfo::IsSelfCast() const
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{
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for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
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if (Effects[i].Effect && Effects[i].TargetA.GetTarget() != TARGET_UNIT_CASTER)
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return false;
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return true;
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}
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bool SpellInfo::IsPassive() const
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{
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return HasAttribute(SPELL_ATTR0_PASSIVE);
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@@ -487,6 +487,7 @@ class TC_GAME_API SpellInfo
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bool IsTargetingArea() const;
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bool NeedsExplicitUnitTarget() const;
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bool NeedsToBeTriggeredByCaster(SpellInfo const* triggeringSpell) const;
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bool IsSelfCast() const;
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bool IsPassive() const;
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bool IsRaidMarker() const;
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