refactor(Scripts/Commands): Update cs_quest to the new model (#9267)

This commit is contained in:
Skjalf
2021-11-24 01:21:16 -03:00
committed by GitHub
parent 91552e240e
commit 2187470df7
12 changed files with 716 additions and 204 deletions

View File

@@ -28,10 +28,6 @@ EndScriptData */
#include "ReputationMgr.h"
#include "ScriptMgr.h"
#if AC_COMPILER == AC_COMPILER_GNU
#pragma GCC diagnostic ignored "-Wdeprecated-declarations"
#endif
using namespace Acore::ChatCommands;
class quest_commandscript : public CommandScript
@@ -43,50 +39,33 @@ public:
{
static ChatCommandTable questCommandTable =
{
{ "add", SEC_GAMEMASTER, false, &HandleQuestAdd, "" },
{ "complete", SEC_GAMEMASTER, false, &HandleQuestComplete, "" },
{ "remove", SEC_GAMEMASTER, false, &HandleQuestRemove, "" },
{ "reward", SEC_GAMEMASTER, false, &HandleQuestReward, "" },
{ "add", HandleQuestAdd, SEC_GAMEMASTER, Console::Yes },
{ "complete", HandleQuestComplete, SEC_GAMEMASTER, Console::Yes },
{ "remove", HandleQuestRemove, SEC_GAMEMASTER, Console::Yes },
{ "reward", HandleQuestReward, SEC_GAMEMASTER, Console::Yes },
};
static ChatCommandTable commandTable =
{
{ "quest", SEC_GAMEMASTER, false, nullptr, "", questCommandTable },
{ "quest", questCommandTable },
};
return commandTable;
}
static bool HandleQuestAdd(ChatHandler* handler, const char* args)
static bool HandleQuestAdd(ChatHandler* handler, Quest const* quest, Optional<PlayerIdentifier> playerTarget)
{
Player* player = handler->getSelectedPlayer();
if (!player)
if (!playerTarget)
{
handler->SendSysMessage(LANG_NO_CHAR_SELECTED);
playerTarget = PlayerIdentifier::FromTargetOrSelf(handler);
}
if (!playerTarget)
{
handler->SendSysMessage(LANG_PLAYER_NOT_FOUND);
handler->SetSentErrorMessage(true);
return false;
}
// .addquest #entry'
// number or [name] Shift-click form |color|Hquest:quest_id:quest_level|h[name]|h|r
char* cId = handler->extractKeyFromLink((char*)args, "Hquest");
if (!cId)
return false;
uint32 entry = atol(cId);
Quest const* quest = sObjectMgr->GetQuestTemplate(entry);
if (!quest)
{
handler->PSendSysMessage(LANG_COMMAND_QUEST_NOTFOUND, entry);
handler->SetSentErrorMessage(true);
return false;
}
if (player->IsActiveQuest(entry))
{
handler->PSendSysMessage("This quest is already active!");
return false;
}
uint32 entry = quest->GetQuestId();
// check item starting quest (it can work incorrectly if added without item in inventory)
ItemTemplateContainer const* itc = sObjectMgr->GetItemTemplateStore();
@@ -99,32 +78,77 @@ public:
return false;
}
// ok, normal (creature/GO starting) quest
if (player->CanAddQuest(quest, true))
player->AddQuestAndCheckCompletion(quest, nullptr);
if (Player* player = playerTarget->GetConnectedPlayer())
{
if (player->IsActiveQuest(entry))
{
handler->PSendSysMessage(LANG_COMMAND_QUEST_ACTIVE, quest->GetTitle().c_str(), entry);
handler->SetSentErrorMessage(true);
return false;
}
// ok, normal (creature/GO starting) quest
if (player->CanAddQuest(quest, true))
{
player->AddQuestAndCheckCompletion(quest, nullptr);
}
}
else
{
ObjectGuid::LowType guid = playerTarget->GetGUID().GetCounter();
QueryResult result = CharacterDatabase.PQuery("SELECT 1 FROM character_queststatus WHERE guid = %u AND quest = %u", guid, entry);
if (result)
{
handler->PSendSysMessage(LANG_COMMAND_QUEST_ACTIVE, quest->GetTitle().c_str(), entry);
handler->SetSentErrorMessage(true);
return false;
}
uint8 index = 0;
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_CHAR_QUESTSTATUS);
stmt->setUInt32(index++, guid);
stmt->setUInt32(index++, entry);
stmt->setUInt8(index++, 1);
stmt->setBool(index++, false);
stmt->setUInt32(index++, 0);
for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
{
stmt->setUInt16(index++, 0);
}
for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
{
stmt->setUInt16(index++, 0);
}
stmt->setUInt16(index, 0);
CharacterDatabase.Execute(stmt);
}
handler->PSendSysMessage(LANG_COMMAND_QUEST_ADD, quest->GetTitle().c_str(), entry);
handler->SetSentErrorMessage(false);
return true;
}
static bool HandleQuestRemove(ChatHandler* handler, const char* args)
static bool HandleQuestRemove(ChatHandler* handler, Quest const* quest, Optional<PlayerIdentifier> playerTarget)
{
Player* player = handler->getSelectedPlayer();
if (!player)
if (!playerTarget)
{
handler->SendSysMessage(LANG_NO_CHAR_SELECTED);
playerTarget = PlayerIdentifier::FromTargetOrSelf(handler);
}
if (!playerTarget)
{
handler->SendSysMessage(LANG_PLAYER_NOT_FOUND);
handler->SetSentErrorMessage(true);
return false;
}
// .removequest #entry'
// number or [name] Shift-click form |color|Hquest:quest_id:quest_level|h[name]|h|r
char* cId = handler->extractKeyFromLink((char*)args, "Hquest");
if (!cId)
return false;
uint32 entry = atol(cId);
Quest const* quest = sObjectMgr->GetQuestTemplate(entry);
uint32 entry = quest->GetQuestId();
if (!quest)
{
@@ -133,166 +157,580 @@ public:
return false;
}
// remove all quest entries for 'entry' from quest log
for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
if (Player* player = playerTarget->GetConnectedPlayer())
{
uint32 logQuest = player->GetQuestSlotQuestId(slot);
if (logQuest == entry)
// remove all quest entries for 'entry' from quest log
for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
{
player->SetQuestSlot(slot, 0);
// we ignore unequippable quest items in this case, its' still be equipped
player->TakeQuestSourceItem(logQuest, false);
if (quest->HasFlag(QUEST_FLAGS_FLAGS_PVP))
uint32 logQuest = player->GetQuestSlotQuestId(slot);
if (logQuest == entry)
{
player->pvpInfo.IsHostile = player->pvpInfo.IsInHostileArea || player->HasPvPForcingQuest();
player->UpdatePvPState();
player->SetQuestSlot(slot, 0);
// we ignore unequippable quest items in this case, its' still be equipped
player->TakeQuestSourceItem(logQuest, false);
if (quest->HasFlag(QUEST_FLAGS_FLAGS_PVP))
{
player->pvpInfo.IsHostile = player->pvpInfo.IsInHostileArea || player->HasPvPForcingQuest();
player->UpdatePvPState();
}
}
}
player->RemoveRewardedQuest(entry);
player->RemoveActiveQuest(entry, false);
}
else
{
ObjectGuid::LowType guid = playerTarget->GetGUID().GetCounter();
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS_REWARDED_BY_QUEST);
stmt->setUInt32(0, guid);
stmt->setUInt32(1, entry);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS_BY_QUEST);
stmt->setUInt32(0, guid);
stmt->setUInt32(1, entry);
trans->Append(stmt);
for (uint32 const& requiredItem : quest->RequiredItemId)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_INVENTORY_ITEM_BY_ENTRY_AND_OWNER);
stmt->setUInt32(0, requiredItem);
stmt->setUInt32(1, guid);
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (result)
{
Field* fields = result->Fetch();
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INVENTORY_BY_ITEM);
stmt->setUInt32(0, fields[0].GetUInt32());
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE);
stmt->setUInt32(0, fields[0].GetUInt32());
trans->Append(stmt);
}
}
CharacterDatabase.CommitTransaction(trans);
}
player->RemoveRewardedQuest(entry);
player->RemoveActiveQuest(entry, false);
handler->SendSysMessage(LANG_COMMAND_QUEST_REMOVED);
handler->PSendSysMessage(LANG_COMMAND_QUEST_REMOVED, quest->GetTitle().c_str(), entry);
handler->SetSentErrorMessage(false);
return true;
}
static bool HandleQuestComplete(ChatHandler* handler, const char* args)
static bool HandleQuestComplete(ChatHandler* handler, Quest const* quest, Optional<PlayerIdentifier> playerTarget)
{
Player* player = handler->getSelectedPlayer();
if (!player)
if (!playerTarget)
{
handler->SendSysMessage(LANG_NO_CHAR_SELECTED);
playerTarget = PlayerIdentifier::FromTargetOrSelf(handler);
}
if (!playerTarget)
{
handler->SendSysMessage(LANG_PLAYER_NOT_FOUND);
handler->SetSentErrorMessage(true);
return false;
}
// .quest complete #entry
// number or [name] Shift-click form |color|Hquest:quest_id:quest_level|h[name]|h|r
char* cId = handler->extractKeyFromLink((char*)args, "Hquest");
if (!cId)
return false;
uint32 entry = quest->GetQuestId();
uint32 entry = atol(cId);
Quest const* quest = sObjectMgr->GetQuestTemplate(entry);
// If player doesn't have the quest
if (!quest || player->GetQuestStatus(entry) == QUEST_STATUS_NONE)
if (Player* player = playerTarget->GetConnectedPlayer())
{
handler->PSendSysMessage(LANG_COMMAND_QUEST_NOTFOUND, entry);
handler->SetSentErrorMessage(true);
return false;
}
// Add quest items for quests that require items
for (uint8 x = 0; x < QUEST_ITEM_OBJECTIVES_COUNT; ++x)
{
uint32 id = quest->RequiredItemId[x];
uint32 count = quest->RequiredItemCount[x];
if (!id || !count)
continue;
uint32 curItemCount = player->GetItemCount(id, true);
ItemPosCountVec dest;
uint8 msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, id, count - curItemCount);
if (msg == EQUIP_ERR_OK)
// If player doesn't have the quest
if (player->GetQuestStatus(entry) == QUEST_STATUS_NONE)
{
Item* item = player->StoreNewItem(dest, id, true);
player->SendNewItem(item, count - curItemCount, true, false);
handler->PSendSysMessage(LANG_COMMAND_QUEST_NOTFOUND, entry);
handler->SetSentErrorMessage(true);
return false;
}
}
// All creature/GO slain/casted (not required, but otherwise it will display "Creature slain 0/10")
for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
{
int32 creature = quest->RequiredNpcOrGo[i];
uint32 creatureCount = quest->RequiredNpcOrGoCount[i];
if (creature > 0)
// Add quest items for quests that require items
for (uint8 x = 0; x < QUEST_ITEM_OBJECTIVES_COUNT; ++x)
{
if (CreatureTemplate const* creatureInfo = sObjectMgr->GetCreatureTemplate(creature))
uint32 id = quest->RequiredItemId[x];
uint32 count = quest->RequiredItemCount[x];
if (!id || !count)
{
continue;
}
uint32 curItemCount = player->GetItemCount(id, true);
ItemPosCountVec dest;
uint8 msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, id, count - curItemCount);
if (msg == EQUIP_ERR_OK)
{
Item* item = player->StoreNewItem(dest, id, true);
player->SendNewItem(item, count - curItemCount, true, false);
}
}
// All creature/GO slain/casted (not required, but otherwise it will display "Creature slain 0/10")
for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
{
int32 creature = quest->RequiredNpcOrGo[i];
uint32 creatureCount = quest->RequiredNpcOrGoCount[i];
if (creature > 0)
{
if (CreatureTemplate const* creatureInfo = sObjectMgr->GetCreatureTemplate(creature))
{
for (uint16 z = 0; z < creatureCount; ++z)
{
player->KilledMonster(creatureInfo, ObjectGuid::Empty);
}
}
}
else if (creature < 0)
{
for (uint16 z = 0; z < creatureCount; ++z)
player->KilledMonster(creatureInfo, ObjectGuid::Empty);
{
player->KillCreditGO(creature);
}
}
}
else if (creature < 0)
for (uint16 z = 0; z < creatureCount; ++z)
player->KillCreditGO(creature);
}
// If the quest requires reputation to complete
if (uint32 repFaction = quest->GetRepObjectiveFaction())
// If the quest requires reputation to complete
if (uint32 repFaction = quest->GetRepObjectiveFaction())
{
uint32 repValue = quest->GetRepObjectiveValue();
uint32 curRep = player->GetReputationMgr().GetReputation(repFaction);
if (curRep < repValue)
{
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(repFaction))
{
player->GetReputationMgr().SetReputation(factionEntry, repValue);
}
}
}
// If the quest requires a SECOND reputation to complete
if (uint32 repFaction = quest->GetRepObjectiveFaction2())
{
uint32 repValue2 = quest->GetRepObjectiveValue2();
uint32 curRep = player->GetReputationMgr().GetReputation(repFaction);
if (curRep < repValue2)
{
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(repFaction))
{
player->GetReputationMgr().SetReputation(factionEntry, repValue2);
}
}
}
// If the quest requires money
int32 ReqOrRewMoney = quest->GetRewOrReqMoney(player->getLevel());
if (ReqOrRewMoney < 0)
{
player->ModifyMoney(-ReqOrRewMoney);
}
player->CompleteQuest(entry);
}
else
{
uint32 repValue = quest->GetRepObjectiveValue();
uint32 curRep = player->GetReputationMgr().GetReputation(repFaction);
if (curRep < repValue)
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(repFaction))
player->GetReputationMgr().SetReputation(factionEntry, repValue);
}
ObjectGuid::LowType guid = playerTarget->GetGUID().GetCounter();
QueryResult result = CharacterDatabase.PQuery("SELECT 1 FROM character_queststatus WHERE guid = %u AND quest = %u", guid, entry);
// If the quest requires a SECOND reputation to complete
if (uint32 repFaction = quest->GetRepObjectiveFaction2())
{
uint32 repValue2 = quest->GetRepObjectiveValue2();
uint32 curRep = player->GetReputationMgr().GetReputation(repFaction);
if (curRep < repValue2)
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(repFaction))
player->GetReputationMgr().SetReputation(factionEntry, repValue2);
}
if (!result)
{
handler->PSendSysMessage(LANG_COMMAND_QUEST_NOT_FOUND_IN_LOG, quest->GetTitle(), entry);
handler->SetSentErrorMessage(true);
return false;
}
// If the quest requires money
int32 ReqOrRewMoney = quest->GetRewOrReqMoney(player);
if (ReqOrRewMoney < 0)
player->ModifyMoney(-ReqOrRewMoney);
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
typedef std::pair<uint32, uint32> items;
std::vector<items> questItems;
for (uint8 x = 0; x < QUEST_ITEM_OBJECTIVES_COUNT; ++x)
{
uint32 id = quest->RequiredItemId[x];
uint32 count = quest->RequiredItemCount[x];
if (!id || !count)
{
continue;
}
questItems.push_back(std::pair(id, count));
}
if (!questItems.empty())
{
MailSender sender(MAIL_NORMAL, guid, MAIL_STATIONERY_GM);
// fill mail
MailDraft draft(quest->GetTitle(), std::string());
for (auto itr : questItems)
{
if (Item* item = Item::CreateItem(itr.first, itr.second))
{
item->SaveToDB(trans);
draft.AddItem(item);
}
}
draft.SendMailTo(trans, MailReceiver(nullptr, guid), sender);
}
uint8 index = 0;
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_CHAR_QUESTSTATUS);
stmt->setUInt32(index++, guid);
stmt->setUInt32(index++, entry);
stmt->setUInt8(index++, 1);
stmt->setBool(index++, quest->HasFlag(QUEST_FLAGS_EXPLORATION));
stmt->setUInt32(index++, 0);
for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
{
stmt->setUInt16(index++, quest->RequiredNpcOrGoCount[i]);
}
for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
{
// Will be updated once they loot the items from the mailbox.
stmt->setUInt16(index++, 0);
}
stmt->setUInt16(index, 0);
trans->Append(stmt);
// If the quest requires reputation to complete, set the player rep to the required amount.
if (uint32 repFaction = quest->GetRepObjectiveFaction())
{
uint32 repValue = quest->GetRepObjectiveValue();
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_REP_BY_FACTION);
stmt->setUInt32(0, repFaction);
stmt->setUInt32(1, guid);
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (result)
{
Field* fields = result->Fetch();
uint32 curRep = fields[0].GetUInt32();
if (curRep < repValue)
{
if (sFactionStore.LookupEntry(repFaction))
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_REP_FACTION_CHANGE);
stmt->setUInt32(0, repFaction);
stmt->setUInt32(1, repValue);
stmt->setUInt32(2, repFaction);
stmt->setUInt32(3, guid);
trans->Append(stmt);
}
}
}
}
// If the quest requires reputation to complete, set the player rep to the required amount.
if (uint32 repFaction = quest->GetRepObjectiveFaction2())
{
uint32 repValue = quest->GetRepObjectiveValue();
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_REP_BY_FACTION);
stmt->setUInt32(0, repFaction);
stmt->setUInt32(1, guid);
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (result)
{
Field* fields = result->Fetch();
uint32 curRep = fields[0].GetUInt32();
if (curRep < repValue)
{
if (sFactionStore.LookupEntry(repFaction))
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_REP_FACTION_CHANGE);
stmt->setUInt32(0, repFaction);
stmt->setUInt32(1, repValue);
stmt->setUInt32(2, repFaction);
stmt->setUInt32(3, guid);
trans->Append(stmt);
}
}
}
}
CharacterDatabase.CommitTransaction(trans);
}
// check if Quest Tracker is enabled
if (sWorld->getBoolConfig(CONFIG_QUEST_ENABLE_QUEST_TRACKER))
{
// prepare Quest Tracker datas
auto stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_QUEST_TRACK_GM_COMPLETE);
stmt->setUInt32(0, quest->GetQuestId());
stmt->setUInt32(1, player->GetGUID().GetCounter());
stmt->setUInt32(0, entry);
stmt->setUInt32(1, playerTarget->GetGUID().GetCounter());
// add to Quest Tracker
CharacterDatabase.Execute(stmt);
}
player->CompleteQuest(entry);
handler->PSendSysMessage(LANG_COMMAND_QUEST_COMPLETE, quest->GetTitle().c_str(), entry);
handler->SetSentErrorMessage(false);
return true;
}
static bool HandleQuestReward(ChatHandler* handler, char const* args)
static bool HandleQuestReward(ChatHandler* handler, Quest const* quest, Optional<PlayerIdentifier> playerTarget)
{
Player* player = handler->getSelectedPlayer();
if (!player)
if (!playerTarget)
{
handler->SendSysMessage(LANG_NO_CHAR_SELECTED);
playerTarget = PlayerIdentifier::FromTargetOrSelf(handler);
}
if (!playerTarget)
{
handler->SendSysMessage(LANG_PLAYER_NOT_FOUND);
handler->SetSentErrorMessage(true);
return false;
}
// .quest reward #entry
// number or [name] Shift-click form |color|Hquest:quest_id:quest_level|h[name]|h|r
char* cId = handler->extractKeyFromLink((char*)args, "Hquest");
if (!cId)
return false;
uint32 entry = quest->GetQuestId();
uint32 entry = atol(cId);
Quest const* quest = sObjectMgr->GetQuestTemplate(entry);
// If player doesn't have the quest
if (!quest || player->GetQuestStatus(entry) != QUEST_STATUS_COMPLETE)
if (Player* player = playerTarget->GetConnectedPlayer())
{
handler->PSendSysMessage(LANG_COMMAND_QUEST_NOTFOUND, entry);
handler->SetSentErrorMessage(true);
return false;
// If player doesn't have the quest
if (player->GetQuestStatus(entry) != QUEST_STATUS_COMPLETE)
{
handler->PSendSysMessage(LANG_COMMAND_QUEST_NOTFOUND, entry);
handler->SetSentErrorMessage(true);
return false;
}
player->RewardQuest(quest, 0, player);
}
else
{
// Achievement criteria updates correctly the next time a quest is rewarded.
// Titles are already awarded correctly the next time they login (only one quest awards title - 11549).
// Rewarded talent points (Death Knights) and spells (e.g Druid forms) are also granted on login.
// No reputation gains - too troublesome to calculate them when the player is offline.
ObjectGuid::LowType guid = playerTarget->GetGUID().GetCounter();
uint8 charLevel = sCharacterCache->GetCharacterLevelByGuid(ObjectGuid(HighGuid::Player, guid));
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
CharacterDatabasePreparedStatement* stmt;
QueryResult result = CharacterDatabase.PQuery("SELECT 1 FROM character_queststatus WHERE guid = %u AND quest = %u AND status = 1", guid, entry);
if (!result)
{
handler->SendSysMessage(LANG_COMMAND_QUEST_NOT_COMPLETE);
handler->SetSentErrorMessage(true);
return false;
}
for (uint32 const& requiredItem : quest->RequiredItemId)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_INVENTORY_ITEM_BY_ENTRY_AND_OWNER);
stmt->setUInt32(0, requiredItem);
stmt->setUInt32(1, guid);
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (result)
{
Field* fields = result->Fetch();
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INVENTORY_BY_ITEM);
stmt->setUInt32(0, fields[0].GetUInt32());
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE);
stmt->setUInt32(0, fields[0].GetUInt32());
trans->Append(stmt);
}
}
for (uint32 const& sourceItem : quest->ItemDrop)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_INVENTORY_ITEM_BY_ENTRY_AND_OWNER);
stmt->setUInt32(0, sourceItem);
stmt->setUInt32(1, guid);
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (result)
{
Field* fields = result->Fetch();
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INVENTORY_BY_ITEM);
stmt->setUInt32(0, fields[0].GetUInt32());
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE);
stmt->setUInt32(0, fields[0].GetUInt32());
trans->Append(stmt);
}
}
typedef std::pair<uint32, uint32> items;
std::vector<items> questRewardItems;
if (quest->GetRewChoiceItemsCount())
{
for (uint32 const& itemId : quest->RewardChoiceItemId)
{
uint8 index = 0;
questRewardItems.push_back(std::pair(itemId, quest->RewardChoiceItemCount[index++]));
}
}
if (quest->GetRewItemsCount())
{
for (uint32 const& itemId : quest->RewardItemId)
{
uint8 index = 0;
questRewardItems.push_back(std::pair(itemId, quest->RewardItemIdCount[index++]));
}
}
if (!questRewardItems.empty())
{
MailSender sender(MAIL_NORMAL, guid, MAIL_STATIONERY_GM);
// fill mail
MailDraft draft(quest->GetTitle(), "This quest has been manually rewarded to you. This mail contains your quest rewards.");
for (auto itr : questRewardItems)
{
if (!itr.first || !itr.second)
{
continue;
}
// Skip invalid items.
if (!sObjectMgr->GetItemTemplate(itr.first))
{
continue;
}
if (Item* item = Item::CreateItem(itr.first, itr.second))
{
item->SaveToDB(trans);
draft.AddItem(item);
}
}
draft.SendMailTo(trans, MailReceiver(nullptr, guid), sender);
}
// Send quest giver mail, if any.
if (uint32 mail_template_id = quest->GetRewMailTemplateId())
{
if (quest->GetRewMailSenderEntry() != 0)
{
MailDraft(mail_template_id).SendMailTo(trans, MailReceiver(nullptr, guid), quest->GetRewMailSenderEntry(), MAIL_CHECK_MASK_HAS_BODY, quest->GetRewMailDelaySecs());
}
}
if (quest->IsDaily() || quest->IsDFQuest())
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER_DAILYQUESTSTATUS);
stmt->setUInt32(0, guid);
stmt->setUInt32(1, entry);
stmt->setUInt64(2, time(nullptr));
trans->Append(stmt);
}
else if (quest->IsWeekly())
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER_WEEKLYQUESTSTATUS);
stmt->setUInt32(0, guid);
stmt->setUInt32(1, entry);
trans->Append(stmt);
}
else if (quest->IsMonthly())
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER_MONTHLYQUESTSTATUS);
stmt->setUInt32(0, guid);
stmt->setUInt32(1, entry);
trans->Append(stmt);
}
else if (quest->IsSeasonal())
{
// We can't know which event is the quest linked to, so we can't do anything about this.
/* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER_SEASONALQUESTSTATUS);
stmt->setUInt32(0, guid);
stmt->setUInt32(1, entry);
stmt->setUInt32(2, event_id);
trans->Append(stmt);*/
}
if (uint32 honor = quest->CalculateHonorGain(charLevel))
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UDP_CHAR_HONOR_POINTS_ACCUMULATIVE);
stmt->setUInt32(0, honor);
stmt->setUInt32(1, guid);
trans->Append(stmt);
}
if (quest->GetRewArenaPoints())
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UDP_CHAR_ARENA_POINTS_ACCUMULATIVE);
stmt->setUInt32(0, quest->GetRewArenaPoints());
stmt->setUInt32(1, guid);
trans->Append(stmt);
}
int32 rewMoney = 0;
if (charLevel >= sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
{
rewMoney = quest->GetRewMoneyMaxLevel();
}
else
{
// Some experience might get lost on level up.
uint32 xp = uint32(quest->XPValue(charLevel) * sWorld->getRate(RATE_XP_QUEST));
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_XP_ACCUMULATIVE);
stmt->setUInt32(0, xp);
stmt->setUInt32(1, guid);
trans->Append(stmt);
}
if (int32 rewOrReqMoney = quest->GetRewOrReqMoney(charLevel))
{
rewMoney += rewOrReqMoney;
}
// Only reward money, don't subtract, let's not cause an overflow...
if (rewMoney > 0)
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UDP_CHAR_MONEY_ACCUMULATIVE);
stmt->setUInt32(0, rewMoney);
stmt->setUInt32(1, guid);
trans->Append(stmt);
}
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_QUESTSTATUS_REWARDED);
stmt->setUInt32(0, guid);
stmt->setUInt32(1, entry);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS_BY_QUEST);
stmt->setUInt32(0, guid);
stmt->setUInt32(1, entry);
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
}
player->RewardQuest(quest, 0, player);
handler->PSendSysMessage(LANG_COMMAND_QUEST_REWARDED, quest->GetTitle().c_str(), entry);
handler->SetSentErrorMessage(false);
return true;
}
};