Core/ConditionMgr: You can now hide/show the quest marks with conditions (! ?)

note: check only runs at quest giver query!
Using together with CONDITION_SOURCE_TYPE_QUEST_ACCEPT you can totally hide quests

--HG--
branch : trunk
This commit is contained in:
Rat
2010-09-20 10:19:20 +02:00
parent 1d6d11d367
commit 2fb80e4a86
3 changed files with 23 additions and 3 deletions
@@ -33,6 +33,7 @@
#include "Battleground.h"
#include "BattlegroundAV.h"
#include "ScriptMgr.h"
#include "ConditionMgr.h"
void WorldSession::HandleQuestgiverStatusQueryOpcode(WorldPacket & recv_data)
{
@@ -602,6 +603,10 @@ uint32 WorldSession::getDialogStatus(Player *pPlayer, Object* questgiver, uint32
Quest const *pQuest = sObjectMgr.GetQuestTemplate(quest_id);
if (!pQuest) continue;
ConditionList conditions = sConditionMgr.GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_QUEST_SHOW_MARK, pQuest->GetQuestId());
if (!sConditionMgr.IsPlayerMeetToConditions(pPlayer, conditions))
continue;
QuestStatus status = pPlayer->GetQuestStatus(quest_id);
if ((status == QUEST_STATUS_COMPLETE && !pPlayer->GetQuestRewardStatus(quest_id)) ||
(pQuest->IsAutoComplete() && pPlayer->CanTakeQuest(pQuest, false)))
@@ -626,6 +631,10 @@ uint32 WorldSession::getDialogStatus(Player *pPlayer, Object* questgiver, uint32
if (!pQuest)
continue;
ConditionList conditions = sConditionMgr.GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_QUEST_SHOW_MARK, pQuest->GetQuestId());
if (!sConditionMgr.IsPlayerMeetToConditions(pPlayer, conditions))
continue;
QuestStatus status = pPlayer->GetQuestStatus(quest_id);
if (status == QUEST_STATUS_NONE)
{