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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@ -1032,8 +1032,8 @@ class Player : public Unit
void SetGMVisible(bool on);
void SetPvPDeath(bool on)
{
if (on) { m_ExtraFlags |= PLAYER_EXTRA_PVP_DEATH; }
else { m_ExtraFlags &= ~PLAYER_EXTRA_PVP_DEATH; }
if (on) { m_ExtraFlags |= PLAYER_EXTRA_PVP_DEATH; }
else { m_ExtraFlags &= ~PLAYER_EXTRA_PVP_DEATH; }
}
// 0 = own auction, -1 = enemy auction, 1 = goblin auction
@ -1116,12 +1116,12 @@ class Player : public Unit
void Say(const std::string& text, const uint32 language);
void Yell(const std::string& text, const uint32 language);
void TextEmote(const std::string& text);
/**
/**
* This will log a whisper depending on the setting LogWhispers in mangosd.conf, for a list
* of available levels please see \ref WhisperLoggingLevels. The logging is done to database
* in the table characters.character_whispers and includes to/from, text and when the whisper
* was sent.
*
*
* @param text the text that was sent
* @param receiver guid of the receiver of the message
* \see WhisperLoggingLevels
@ -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);
@ -1360,7 +1360,7 @@ class Player : public Unit
bool GetQuestRewardStatus(uint32 quest_id) const;
QuestStatus GetQuestStatus(uint32 quest_id) const;
void SetQuestStatus(uint32 quest_id, QuestStatus status);
// This is used to change the quest's rewarded state
// This is used to change the quest's rewarded state
void SetQuestRewarded(uint32 quest_id, bool rewarded);
uint16 FindQuestSlot(uint32 quest_id) const;

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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
};