diff options
-rw-r--r-- | src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp | 8 | ||||
-rw-r--r-- | src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp | 12 | ||||
-rw-r--r-- | src/server/game/AI/SmartScripts/SmartAI.cpp | 6 | ||||
-rw-r--r-- | src/server/game/Entities/Player/Player.cpp | 5 |
4 files changed, 11 insertions, 20 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp index 89ad726b253..9e55b9d8187 100644 --- a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp +++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp @@ -150,14 +150,10 @@ void npc_escortAI::JustDied(Unit* /*killer*/) { for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next()) if (Player* member = groupRef->GetSource()) - if (member->GetQuestStatus(m_pQuestForEscort->GetQuestId()) == QUEST_STATUS_INCOMPLETE) - member->FailQuest(m_pQuestForEscort->GetQuestId()); + member->FailQuest(m_pQuestForEscort->GetQuestId()); } else - { - if (player->GetQuestStatus(m_pQuestForEscort->GetQuestId()) == QUEST_STATUS_INCOMPLETE) - player->FailQuest(m_pQuestForEscort->GetQuestId()); - } + player->FailQuest(m_pQuestForEscort->GetQuestId()); } } diff --git a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp index 24de7344f99..9730370a77c 100644 --- a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp +++ b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp @@ -147,19 +147,11 @@ void FollowerAI::JustDied(Unit* /*killer*/) if (Group* group = player->GetGroup()) { for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next()) - { if (Player* member = groupRef->GetSource()) - { - if (member->GetQuestStatus(m_pQuestForFollow->GetQuestId()) == QUEST_STATUS_INCOMPLETE) - member->FailQuest(m_pQuestForFollow->GetQuestId()); - } - } + member->FailQuest(m_pQuestForFollow->GetQuestId()); } else - { - if (player->GetQuestStatus(m_pQuestForFollow->GetQuestId()) == QUEST_STATUS_INCOMPLETE) - player->FailQuest(m_pQuestForFollow->GetQuestId()); - } + player->FailQuest(m_pQuestForFollow->GetQuestId()); } } diff --git a/src/server/game/AI/SmartScripts/SmartAI.cpp b/src/server/game/AI/SmartScripts/SmartAI.cpp index 35d370d9dd9..97bbbfe2b72 100644 --- a/src/server/game/AI/SmartScripts/SmartAI.cpp +++ b/src/server/game/AI/SmartScripts/SmartAI.cpp @@ -221,7 +221,7 @@ void SmartAI::EndPath(bool fail) if (!fail && player->IsAtGroupRewardDistance(me) && !player->HasCorpse()) player->GroupEventHappens(mEscortQuestID, me); - if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE) + if (fail) player->FailQuest(mEscortQuestID); if (Group* group = player->GetGroup()) @@ -232,7 +232,7 @@ void SmartAI::EndPath(bool fail) if (!fail && groupGuy->IsAtGroupRewardDistance(me) && !groupGuy->HasCorpse()) groupGuy->AreaExploredOrEventHappens(mEscortQuestID); - if (fail && groupGuy->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE) + else if (fail) groupGuy->FailQuest(mEscortQuestID); } } @@ -246,7 +246,7 @@ void SmartAI::EndPath(bool fail) Player* player = (*iter)->ToPlayer(); if (!fail && player->IsAtGroupRewardDistance(me) && !player->HasCorpse()) player->AreaExploredOrEventHappens(mEscortQuestID); - if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE) + else if (fail) player->FailQuest(mEscortQuestID); } } diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp index b61820034ea..07264eb386d 100644 --- a/src/server/game/Entities/Player/Player.cpp +++ b/src/server/game/Entities/Player/Player.cpp @@ -15205,13 +15205,16 @@ void Player::SetRewardedQuest(uint32 quest_id) 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; + // 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; + SetQuestStatus(questId, QUEST_STATUS_FAILED); uint16 log_slot = FindQuestSlot(questId); |