Core/Quests: Add implementation of seasonal quest reset. uses a new table much like character_queststatus_weekly. fixed typo where WEEKLY was WEKLY. Attempt 2
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@@ -65,6 +65,7 @@ Quest::Quest(Field* questRecord)
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RequiredPlayerKills = questRecord[40].GetUInt32();
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RewardTalents = questRecord[41].GetUInt32();
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RewardArenaPoints = questRecord[42].GetInt32();
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SeasonalQuestEvent = 0;
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for (int i = 0; i < QUEST_REWARDS_COUNT; ++i)
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RewardItemId[i] = questRecord[43+i].GetUInt32();
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@@ -187,6 +187,7 @@ class Quest
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bool HasFlag(uint32 flag) const { return (Flags & flag) != 0; }
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void SetFlag(uint32 flag) { Flags |= flag; }
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void SetSeasonalQuestEvent(uint16 event_id) { SeasonalQuestEvent = event_id; }
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// table data accessors:
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uint32 GetQuestId() const { return Id; }
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@@ -246,11 +247,13 @@ class Quest
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uint32 GetCompleteEmote() const { return EmoteOnComplete; }
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uint32 GetQuestStartScript() const { return StartScript; }
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uint32 GetQuestCompleteScript() const { return CompleteScript; }
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uint16 GetSeasonalQuestEvent() const {return SeasonalQuestEvent; }
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bool IsRepeatable() const { return Flags & QUEST_TRINITY_FLAGS_REPEATABLE; }
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bool IsAutoComplete() const;
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uint32 GetFlags() const { return Flags; }
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bool IsDaily() const { return Flags & QUEST_FLAGS_DAILY; }
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bool IsWeekly() const { return Flags & QUEST_FLAGS_WEEKLY; }
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bool IsSeasonal() const { return ZoneOrSort == -22; }
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bool IsDailyOrWeekly() const { return Flags & (QUEST_FLAGS_DAILY | QUEST_FLAGS_WEEKLY); }
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bool IsAutoAccept() const { return Flags & QUEST_FLAGS_AUTO_ACCEPT; }
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bool IsRaidQuest() const { return Type == QUEST_TYPE_RAID || Type == QUEST_TYPE_RAID_10 || Type == QUEST_TYPE_RAID_25; }
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@@ -295,6 +298,8 @@ class Quest
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uint32 m_reqCreatureOrGOcount;
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uint32 m_rewchoiceitemscount;
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uint32 m_rewitemscount;
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//additional data needed for seasonal quest events
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uint16 SeasonalQuestEvent;
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// table data
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protected:
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