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-rw-r--r--src/server/game/Conditions/ConditionMgr.cpp13
-rw-r--r--src/server/game/Conditions/ConditionMgr.h3
2 files changed, 14 insertions, 2 deletions
diff --git a/src/server/game/Conditions/ConditionMgr.cpp b/src/server/game/Conditions/ConditionMgr.cpp
index 74e94135b86..6317fae2767 100644
--- a/src/server/game/Conditions/ConditionMgr.cpp
+++ b/src/server/game/Conditions/ConditionMgr.cpp
@@ -103,7 +103,8 @@ ConditionMgr::ConditionTypeInfo const ConditionMgr::StaticConditionTypeData[COND
{ "Realm Achievement", true, false, false },
{ "In Water", false, false, false },
{ "Terrain Swap", false, false, false },
- { "Sit/stand state", true, true, false }
+ { "Sit/stand state", true, true, false },
+ { "Daily Quest Completed",true, false, false }
};
// Checks if object meets the condition
@@ -448,6 +449,12 @@ bool Condition::Meets(ConditionSourceInfo& sourceInfo) const
}
break;
}
+ case CONDITION_DAILY_QUEST_DONE:
+ {
+ if (Player* player = object->ToPlayer())
+ condMeets = player->IsDailyQuestDone(ConditionValue1);
+ break;
+ }
default:
condMeets = false;
break;
@@ -621,6 +628,9 @@ uint32 Condition::GetSearcherTypeMaskForCondition() const
case CONDITION_STAND_STATE:
mask |= GRID_MAP_TYPE_MASK_CREATURE | GRID_MAP_TYPE_MASK_PLAYER;
break;
+ case CONDITION_DAILY_QUEST_DONE:
+ mask |= GRID_MAP_TYPE_MASK_PLAYER;
+ break;
default:
ASSERT(false && "Condition::GetSearcherTypeMaskForCondition - missing condition handling!");
break;
@@ -1791,6 +1801,7 @@ bool ConditionMgr::isConditionTypeValid(Condition* cond) const
case CONDITION_QUESTTAKEN:
case CONDITION_QUEST_NONE:
case CONDITION_QUEST_COMPLETE:
+ case CONDITION_DAILY_QUEST_DONE:
{
if (!sObjectMgr->GetQuestTemplate(cond->ConditionValue1))
{
diff --git a/src/server/game/Conditions/ConditionMgr.h b/src/server/game/Conditions/ConditionMgr.h
index 83e714781c3..4ec2be0753a 100644
--- a/src/server/game/Conditions/ConditionMgr.h
+++ b/src/server/game/Conditions/ConditionMgr.h
@@ -73,7 +73,8 @@ enum ConditionTypes
CONDITION_IN_WATER = 40, // 0 0 0 true if unit in water
CONDITION_TERRAIN_SWAP = 41, // only for 6.x
CONDITION_STAND_STATE = 42, // stateType state 0 true if unit matches specified sitstate (0,x: has exactly state x; 1,0: any standing state; 1,1: any sitting state;)
- CONDITION_MAX = 43 // MAX
+ CONDITION_DAILY_QUEST_DONE = 43, // quest id 0 0 true if daily quest has been completed for the day
+ CONDITION_MAX = 44 // MAX
};
/*! Documentation on implementing a new ConditionSourceType: