Core/Battlefield: Cleaned up all incrementquest functions as this is a hacky way to do it

This commit is contained in:
Kandera
2012-08-20 13:48:53 -04:00
parent 07c8eec963
commit b04ad4401d
3 changed files with 3 additions and 54 deletions
@@ -668,45 +668,6 @@ void Battlefield::SendAreaSpiritHealerQueryOpcode(Player *pl, const uint64 &guid
pl->GetSession()->SendPacket(&data);
}
bool Battlefield::IncrementQuest(Player *player, uint32 quest, bool complete)
{
if (!player)
return false;
Quest const* pQuest = sObjectMgr->GetQuestTemplate(quest);
if (!pQuest || player->GetQuestStatus(quest) == QUEST_STATUS_NONE)
return false;
if (complete)
{
player->CompleteQuest(quest);
return true;
}
else
{
for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
{
int32 creature = pQuest->RequiredNpcOrGo[i];
if (uint32 spell_id = pQuest->RequiredSpellCast[i])
{
player->CastedCreatureOrGO(creature, 0, spell_id);
return true;
}
else if (creature > 0)
{
player->KilledMonsterCredit(creature, 0);
return true;
}
else if (creature < 0)
{
player->CastedCreatureOrGO(creature, 0, 0);
return true;
}
}
}
return false;
}
//--------------------
//-BfGraveYard Method-
//--------------------