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-rw-r--r--src/server/game/Entities/Player/Player.cpp15
-rw-r--r--src/server/game/Entities/Player/Player.h2
2 files changed, 9 insertions, 8 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index d79ba16d24c..0a5a21aaab9 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -15179,6 +15179,10 @@ bool Player::CanCompleteRepeatableQuest(Quest const* quest)
bool Player::CanRewardQuest(Quest const* quest, bool msg) const
{
+ // quest is disabled
+ if (DisableMgr::IsDisabledFor(DISABLE_TYPE_QUEST, quest->GetQuestId(), this))
+ return false;
+
// not auto complete quest and not completed quest (only cheating case, then ignore without message)
if (!quest->IsDFQuest() && !quest->IsAutoComplete() && GetQuestStatus(quest->GetQuestId()) != QUEST_STATUS_COMPLETE)
return false;
@@ -15187,6 +15191,10 @@ bool Player::CanRewardQuest(Quest const* quest, bool msg) const
if (!SatisfyQuestDay(quest, true) || !SatisfyQuestWeek(quest, true) || !SatisfyQuestMonth(quest, true) || !SatisfyQuestSeasonal(quest, true))
return false;
+ // player no longer satisfies the quest's requirements (skill level etc.)
+ if (!SatisfyQuestLevel(quest, true) || !SatisfyQuestSkill(quest, true) || !SatisfyQuestReputation(quest, true))
+ return false;
+
// rewarded and not repeatable quest (only cheating case, then ignore without message)
if (GetQuestRewardStatus(quest->GetQuestId()))
return false;
@@ -24288,13 +24296,6 @@ bool Player::ModifyMoney(int64 amount, bool sendError /*= true*/)
return true;
}
-bool Player::HasEnoughMoney(int64 amount) const
-{
- if (amount > 0)
- return (GetMoney() >= (uint64) amount);
- return true;
-}
-
void Player::SetMoney(uint64 value)
{
MoneyChanged(value);
diff --git a/src/server/game/Entities/Player/Player.h b/src/server/game/Entities/Player/Player.h
index 2b228b45421..b33859d96ea 100644
--- a/src/server/game/Entities/Player/Player.h
+++ b/src/server/game/Entities/Player/Player.h
@@ -1692,7 +1692,7 @@ class TC_GAME_API Player : public Unit, public GridObject<Player>
uint64 GetMoney() const { return m_activePlayerData->Coinage; }
bool ModifyMoney(int64 amount, bool sendError = true);
bool HasEnoughMoney(uint64 amount) const { return (GetMoney() >= amount); }
- bool HasEnoughMoney(int64 amount) const;
+ bool HasEnoughMoney(int64 amount) const{ return (amount < 0) || HasEnoughMoney(uint64(amount)); }
void SetMoney(uint64 value);
RewardedQuestSet const& getRewardedQuests() const { return m_RewardedQuests; }