Corrected quest progression (fixes #1521)
* Quests can now progress even if they are marked inactive. Thanks to @Tokeiburu!
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@ -244,7 +244,7 @@ void quest_update_objective(TBL_PC *sd, int mob_id)
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for( i = 0; i < sd->avail_quests; i++ ) {
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struct quest_db *qi = NULL;
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if( sd->quest_log[i].state != Q_ACTIVE ) // Skip inactive quests
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if( sd->quest_log[i].state == Q_COMPLETE ) // Skip complete quests
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continue;
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qi = quest_search(sd->quest_log[i].quest_id);
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@ -356,6 +356,8 @@ int quest_check(TBL_PC *sd, int quest_id, enum quest_check_type type)
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switch( type ) {
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case HAVEQUEST:
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if (sd->quest_log[i].state == Q_INACTIVE) // Player has the quest but it's in the inactive state; send it as Q_ACTIVE.
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return 1;
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return sd->quest_log[i].state;
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case PLAYTIME:
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return (sd->quest_log[i].time < (unsigned int)time(NULL) ? 2 : sd->quest_log[i].state == Q_COMPLETE ? 1 : 0);
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