Add state for GM command completed quests. Thanks H0zen for assistance

This commit is contained in:
Antz 2017-11-22 18:57:03 +00:00
parent 30dcb16d8f
commit 04d887d6b2
4 changed files with 15 additions and 10 deletions

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@ -5004,7 +5004,7 @@ bool ChatHandler::HandleQuestCompleteCommand(char* args)
if (ReqOrRewMoney < 0)
{ player->ModifyMoney(-ReqOrRewMoney); }
player->CompleteQuest(entry);
player->CompleteQuest(entry, QUEST_STATUS_FORCE_COMPLETE);
return true;
}

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@ -12528,11 +12528,11 @@ void Player::AddQuest(Quest const* pQuest, Object* questGiver)
UpdateForQuestWorldObjects();
}
void Player::CompleteQuest(uint32 quest_id)
void Player::CompleteQuest(uint32 quest_id, QuestStatus status)
{
if (quest_id)
{
SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
SetQuestStatus(quest_id, status);
uint16 log_slot = FindQuestSlot(quest_id);
if (log_slot < MAX_QUEST_LOG_SIZE)
@ -13123,7 +13123,11 @@ QuestStatus Player::GetQuestStatus(uint32 quest_id) const
{
QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
if (itr != mQuestStatus.end())
{ return itr->second.m_status; }
{
if (itr->second.m_status == QUEST_STATUS_FORCE_COMPLETE)
return QUEST_STATUS_COMPLETE;
return itr->second.m_status;
}
}
return QUEST_STATUS_NONE;
}

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@ -1337,7 +1337,7 @@ class Player : public Unit
// The returned quest can then be used by AddQuest( ) to add to the character_queststatus table
Quest const* GetQuestTemplate(uint32 quest_id);
void AddQuest(Quest const* pQuest, Object* questGiver);
void CompleteQuest(uint32 quest_id);
void CompleteQuest(uint32 quest_id, QuestStatus status = QUEST_STATUS_FORCE_COMPLETE);
void IncompleteQuest(uint32 quest_id);
void RewardQuest(Quest const* pQuest, uint32 reward, Object* questGiver, bool announce = true);

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@ -99,6 +99,7 @@ enum QuestStatus
QUEST_STATUS_INCOMPLETE = 3,
QUEST_STATUS_AVAILABLE = 4, // unused in fact
QUEST_STATUS_FAILED = 5,
QUEST_STATUS_FORCE_COMPLETE = 6,
MAX_QUEST_STATUS
};