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

(cherry picked from commit cbbb745246)
This commit is contained in:
xinef1
2017-04-24 05:46:06 +02:00
committed by funjoker
parent 9ef39fa5d2
commit 16cf95654f
3 changed files with 81 additions and 33 deletions

View File

@@ -91,6 +91,7 @@
#include "OutdoorPvPMgr.h"
#include "Pet.h"
#include "PetPackets.h"
#include "PoolMgr.h"
#include "PhasingHandler.h"
#include "QueryCallback.h"
#include "QueryHolder.h"
@@ -15271,7 +15272,7 @@ bool Player::CanCompleteQuest(uint32 quest_id)
if (!qInfo)
return false;
if (!qInfo->IsRepeatable() && m_RewardedQuests.find(quest_id) != m_RewardedQuests.end())
if (!qInfo->IsRepeatable() && GetQuestRewardStatus(quest_id))
return false; // not allow re-complete quest
// auto complete quest
@@ -15664,10 +15665,10 @@ uint32 Player::GetQuestMoneyReward(Quest const* quest) const
uint32 Player::GetQuestXPReward(Quest const* quest)
{
bool rewarded = (m_RewardedQuests.find(quest->GetQuestId()) != m_RewardedQuests.end());
bool rewarded = IsQuestRewarded(quest->GetQuestId()) && !quest->IsDFQuest();
// Not give XP in case already completed once repeatable quest
if (rewarded && !quest->IsDFQuest())
if (rewarded)
return 0;
uint32 XP = quest->XPValue(this) * sWorld->getRate(RATE_XP_QUEST);
@@ -15819,7 +15820,7 @@ void Player::RewardQuest(Quest const* quest, uint32 reward, Object* questGiver,
SendNewItem(item, quest->RewardItemCount[i], true, false);
}
else if (quest->IsDFQuest())
SendItemRetrievalMail(quest->RewardItemId[i], quest->RewardItemCount[i], ItemContext::Quest_Reward);
SendItemRetrievalMail(itemId, quest->RewardItemCount[i], ItemContext::Quest_Reward);
}
}
}
@@ -15898,12 +15899,6 @@ void Player::RewardQuest(Quest const* quest, uint32 reward, Object* questGiver,
if (quest->CanIncreaseRewardedQuestCounters())
SetRewardedQuest(quest_id);
// StoreNewItem, mail reward, etc. save data directly to the database
// to prevent exploitable data desynchronisation we save the quest status to the database too
// (to prevent rewarding this quest another time while rewards were already given out)
CharacterDatabaseTransaction trans = CharacterDatabaseTransaction(nullptr);
_SaveQuestStatus(trans);
SendQuestReward(quest, questGiver ? questGiver->ToCreature() : nullptr, XP, !announce);
// cast spells after mark quest complete (some spells have quest completed state requirements in spell_area data)
@@ -15939,6 +15934,9 @@ void Player::RewardQuest(Quest const* quest, uint32 reward, Object* questGiver,
UpdateCriteria(CRITERIA_TYPE_COMPLETE_QUEST_COUNT);
UpdateCriteria(CRITERIA_TYPE_COMPLETE_QUEST, quest->GetQuestId());
// make full db save
SaveToDB(false);
if (uint32 questBit = sDB2Manager.GetQuestUniqueBitFlag(quest_id))
SetQuestCompletedBit(questBit, true);
@@ -15969,13 +15967,15 @@ void Player::FailQuest(uint32 questId)
{
if (Quest const* quest = sObjectMgr->GetQuestTemplate(questId))
{
// Already complete quests shouldn't turn failed.
if (GetQuestStatus(questId) == QUEST_STATUS_COMPLETE && !quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED))
return;
QuestStatus qStatus = GetQuestStatus(questId);
// You can't fail a quest if you don't have it, or if it's already rewarded.
if (GetQuestStatus(questId) == QUEST_STATUS_NONE || GetQuestStatus(questId) == QUEST_STATUS_REWARDED)
return;
// we can only fail incomplete quest or...
if (qStatus != QUEST_STATUS_INCOMPLETE)
{
// completed timed quest with no requirements
if (qStatus != QUEST_STATUS_COMPLETE || !quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED) || !quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_COMPLETED_AT_START))
return;
}
SetQuestStatus(questId, QUEST_STATUS_FAILED);
@@ -16356,7 +16356,7 @@ bool Player::SatisfyQuestExclusiveGroup(Quest const* qInfo, bool msg) const
}
// alternative quest already started or completed - but don't check rewarded states if both are repeatable
if (GetQuestStatus(exclude_Id) != QUEST_STATUS_NONE || (!(qInfo->IsRepeatable() && Nquest->IsRepeatable()) && (m_RewardedQuests.find(exclude_Id) != m_RewardedQuests.end())))
if (GetQuestStatus(exclude_Id) != QUEST_STATUS_NONE || (!(qInfo->IsRepeatable() && Nquest->IsRepeatable()) && GetQuestRewardStatus(exclude_Id)))
{
if (msg)
{
@@ -16521,7 +16521,7 @@ bool Player::GetQuestRewardStatus(uint32 quest_id) const
// for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
if (!qInfo->IsRepeatable())
return m_RewardedQuests.find(quest_id) != m_RewardedQuests.end();
return IsQuestRewarded(quest_id);
return false;
}
@@ -16536,14 +16536,8 @@ QuestStatus Player::GetQuestStatus(uint32 quest_id) const
if (itr != m_QuestStatus.end())
return itr->second.Status;
if (Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest_id))
{
if (qInfo->IsSeasonal() && !qInfo->IsRepeatable())
return SatisfyQuestSeasonal(qInfo, false) ? QUEST_STATUS_NONE : QUEST_STATUS_REWARDED;
if (!qInfo->IsRepeatable() && IsQuestRewarded(quest_id))
return QUEST_STATUS_REWARDED;
}
if (GetQuestRewardStatus(quest_id))
return QUEST_STATUS_REWARDED;
}
return QUEST_STATUS_NONE;
}
@@ -16551,7 +16545,22 @@ QuestStatus Player::GetQuestStatus(uint32 quest_id) const
bool Player::CanShareQuest(uint32 quest_id) const
{
Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest_id);
return qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE) && IsActiveQuest(quest_id);
if (qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE))
{
QuestStatusMap::const_iterator itr = m_QuestStatus.find(quest_id);
if (itr != m_QuestStatus.end())
{
if (itr->second.Status != QUEST_STATUS_INCOMPLETE)
return false;
// in pool and not currently available (wintergrasp weekly, dalaran weekly) - can't share
if (sPoolMgr->IsPartOfAPool<Quest>(quest_id) && !sPoolMgr->IsSpawnedObject<Quest>(quest_id))
return false;
return true;
}
}
return false;
}
void Player::SetQuestStatus(uint32 questId, QuestStatus status, bool update /*= true*/)
@@ -16597,6 +16606,18 @@ void Player::RemoveRewardedQuest(uint32 questId, bool update /*= true*/)
if (uint32 questBit = sDB2Manager.GetQuestUniqueBitFlag(questId))
SetQuestCompletedBit(questBit, false);
// Remove seasonal quest also
Quest const* qInfo = sObjectMgr->GetQuestTemplate(questId);
if (qInfo->IsSeasonal())
{
uint16 eventId = qInfo->GetEventIdForQuest();
if (m_seasonalquests.find(eventId) != m_seasonalquests.end())
{
m_seasonalquests[eventId].erase(questId);
m_SeasonalQuestChanged = true;
}
}
if (update)
SendQuestUpdate(questId);
}
@@ -16855,8 +16876,10 @@ void Player::AreaExploredOrEventHappens(uint32 questId)
{
q_status.Explored = true;
m_QuestStatusSave[questId] = QUEST_DEFAULT_SAVE_TYPE;
SetQuestSlotState(log_slot, QUEST_STATE_COMPLETE);
SendQuestComplete(questId);
// if we cannot complete quest send exploration succeded (to mark exploration on client)
if (!CanCompleteQuest(questId))
SendQuestComplete(questId);
}**/
}
if (CanCompleteQuest(questId))
@@ -21269,7 +21292,7 @@ void Player::_SaveWeeklyQuestStatus(CharacterDatabaseTransaction& trans)
void Player::_SaveSeasonalQuestStatus(CharacterDatabaseTransaction& trans)
{
if (!m_SeasonalQuestChanged || m_seasonalquests.empty())
if (!m_SeasonalQuestChanged)
return;
// we don't need transactions here.
@@ -21277,6 +21300,11 @@ void Player::_SaveSeasonalQuestStatus(CharacterDatabaseTransaction& trans)
stmt->setUInt64(0, GetGUID().GetCounter());
trans->Append(stmt);
m_SeasonalQuestChanged = false;
if (m_seasonalquests.empty())
return;
for (SeasonalEventQuestMap::const_iterator iter = m_seasonalquests.begin(); iter != m_seasonalquests.end(); ++iter)
{
uint16 eventId = iter->first;
@@ -21292,8 +21320,6 @@ void Player::_SaveSeasonalQuestStatus(CharacterDatabaseTransaction& trans)
trans->Append(stmt);
}
}
m_SeasonalQuestChanged = false;
}
void Player::_SaveMonthlyQuestStatus(CharacterDatabaseTransaction& trans)

View File

@@ -4626,6 +4626,27 @@ void ObjectMgr::LoadQuests()
_exclusiveQuestGroups.insert(std::pair<int32, uint32>(qinfo->_exclusiveGroup, qinfo->GetQuestId()));
if (qinfo->_limitTime)
qinfo->SetSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED);
// Special flag to determine if quest is completed from the start, used to determine if we can fail timed quest if it is completed
if (!qinfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_KILL | QUEST_SPECIAL_FLAGS_CAST | QUEST_SPECIAL_FLAGS_SPEAKTO | QUEST_SPECIAL_FLAGS_EXPLORATION_OR_EVENT))
{
bool addFlag = true;
if (qinfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER))
{
for (QuestObjective const& obj : qinfo->GetObjectives())
{
if (obj.Type == QUEST_OBJECTIVE_ITEM)
if (static_cast<uint32>(obj.ObjectID) != qinfo->GetSrcItemId() || static_cast<uint32>(obj.Amount) > qinfo->GetSrcItemCount())
{
addFlag = false;
break;
}
}
}
if (addFlag)
qinfo->SetSpecialFlag(QUEST_SPECIAL_FLAGS_COMPLETED_AT_START);
}
}
// check QUEST_SPECIAL_FLAGS_EXPLORATION_OR_EVENT for spell with SPELL_EFFECT_QUEST_COMPLETE

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@@ -224,7 +224,8 @@ enum QuestSpecialFlags
QUEST_SPECIAL_FLAGS_SPEAKTO = 0x100, // Internal flag computed only
QUEST_SPECIAL_FLAGS_KILL = 0x200, // Internal flag computed only
QUEST_SPECIAL_FLAGS_TIMED = 0x400, // Internal flag computed only
QUEST_SPECIAL_FLAGS_PLAYER_KILL = 0x800 // Internal flag computed only
QUEST_SPECIAL_FLAGS_PLAYER_KILL = 0x800, // Internal flag computed only
QUEST_SPECIAL_FLAGS_COMPLETED_AT_START = 0x1000 // Internal flag computed only
};
enum QuestObjectiveType