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authorXyventh <xyventh@protonmail.com>2017-04-23 23:55:07 +0200
committerfunjoker <funjoker109@gmail.com>2020-04-27 18:23:07 +0200
commit2bd7c9aa40cefcfc401b81cfacd7dd832a3a736b (patch)
tree1325343a52f5a2054936dd0885fa2258d41f8dea
parentcf3c5dc9485d8cace0ba18e1afe1a5152f6f2ddc (diff)
[3.3.5] Core/Quest: always send the specified RewardNextQuest regardless of eventual scripts (#19498)
- Fixes certain situations in which the quest window would get stuck after completing a quest (cherry picked from commit f0bf1fc77aa304ad278618aae25274ed46d308d5)
-rw-r--r--src/server/game/Handlers/QuestHandler.cpp43
1 files changed, 19 insertions, 24 deletions
diff --git a/src/server/game/Handlers/QuestHandler.cpp b/src/server/game/Handlers/QuestHandler.cpp
index b56e0ec130c..3ccee95e9e0 100644
--- a/src/server/game/Handlers/QuestHandler.cpp
+++ b/src/server/game/Handlers/QuestHandler.cpp
@@ -350,46 +350,41 @@ void WorldSession::HandleQuestgiverChooseRewardOpcode(WorldPackets::Quest::Quest
{
//For AutoSubmition was added plr case there as it almost same exclute AI script cases.
Creature* creatureQGiver = object->ToCreature();
- if (!creatureQGiver || !sScriptMgr->OnQuestReward(_player, creatureQGiver, quest, packet.ItemChoiceID))
+ // Send next quest
+ if (Quest const* nextQuest = _player->GetNextQuest(packet.QuestGiverGUID, quest))
{
- // Send next quest
- if (Quest const* nextQuest = _player->GetNextQuest(packet.QuestGiverGUID, quest))
+ // Only send the quest to the player if the conditions are met
+ if (_player->CanTakeQuest(nextQuest, false))
{
- // Only send the quest to the player if the conditions are met
- if (_player->CanTakeQuest(nextQuest, false))
- {
- if (nextQuest->IsAutoAccept() && _player->CanAddQuest(nextQuest, true))
- _player->AddQuestAndCheckCompletion(nextQuest, object);
+ if (nextQuest->IsAutoAccept() && _player->CanAddQuest(nextQuest, true))
+ _player->AddQuestAndCheckCompletion(nextQuest, object);
- _player->PlayerTalkClass->SendQuestGiverQuestDetails(nextQuest, packet.QuestGiverGUID, true, false);
- }
+ _player->PlayerTalkClass->SendQuestGiverQuestDetails(nextQuest, packet.QuestGiverGUID, true, false);
}
-
- if (creatureQGiver)
- creatureQGiver->GetAI()->sQuestReward(_player, quest, packet.ItemChoiceID);
}
+
+ if (creatureQGiver && !sScriptMgr->OnQuestReward(_player, creatureQGiver, quest, packet.ItemChoiceID))
+ creatureQGiver->GetAI()->sQuestReward(_player, quest, packet.ItemChoiceID);
break;
}
case TYPEID_GAMEOBJECT:
{
GameObject* questGiver = object->ToGameObject();
- if (!sScriptMgr->OnQuestReward(_player, questGiver, quest, packet.ItemChoiceID))
+ // Send next quest
+ if (Quest const* nextQuest = _player->GetNextQuest(packet.QuestGiverGUID, quest))
{
- // Send next quest
- if (Quest const* nextQuest = _player->GetNextQuest(packet.QuestGiverGUID, quest))
+ // Only send the quest to the player if the conditions are met
+ if (_player->CanTakeQuest(nextQuest, false))
{
- // Only send the quest to the player if the conditions are met
- if (_player->CanTakeQuest(nextQuest, false))
- {
- if (nextQuest->IsAutoAccept() && _player->CanAddQuest(nextQuest, true))
- _player->AddQuestAndCheckCompletion(nextQuest, object);
+ if (nextQuest->IsAutoAccept() && _player->CanAddQuest(nextQuest, true))
+ _player->AddQuestAndCheckCompletion(nextQuest, object);
- _player->PlayerTalkClass->SendQuestGiverQuestDetails(nextQuest, packet.QuestGiverGUID, true, false);
- }
+ _player->PlayerTalkClass->SendQuestGiverQuestDetails(nextQuest, packet.QuestGiverGUID, true, false);
}
+ }
+ if (!sScriptMgr->OnQuestReward(_player, questGiver, quest, packet.ItemChoiceID))
questGiver->AI()->QuestReward(_player, quest, packet.ItemChoiceID);
- }
break;
}
default: