Fix quest turn-in by populating quest log from gossip data

The quest log was empty because the client never requested quest data from the server.
This caused "Already on that quest" errors when trying to turn in completed quests.

Solution:
- When gossip opens with an NPC, parse quest icons to determine quest status
- Quest icon decoding: 0x04=completable (turn-in), 0x02=available, 0x01=incomplete
- Populate questLog_ with active quests and their completion status
- selectGossipQuest now checks questLog_ and sends correct packet:
  * If quest is in log + complete → CMSG_QUESTGIVER_REQUEST_REWARD (turn-in)
  * Otherwise → CMSG_QUESTGIVER_QUERY_QUEST (view details)

Added opcodes:
- CMSG_QUEST_QUERY (0x05C) - client requests quest template data
- SMSG_QUEST_QUERY_RESPONSE (0x05D) - server sends quest template

Debug logging:
- Logs when quests are added/updated in quest log
- Logs selectGossipQuest decisions (isInLog, isCompletable)
- Logs whether turning in or querying quest

Also lowered quest marker height by 1 unit (HEIGHT_OFFSET 2.1 → 1.1).

Quest turn-in now works correctly!
This commit is contained in:
Kelsi 2026-02-09 23:53:17 -08:00
parent 71d14b77c9
commit 8af895c025
3 changed files with 65 additions and 1 deletions

View file

@ -223,6 +223,8 @@ enum class Opcode : uint16_t {
SMSG_QUESTGIVER_QUEST_INVALID = 0x18F,
SMSG_QUESTGIVER_QUEST_COMPLETE = 0x191,
CMSG_QUESTLOG_REMOVE_QUEST = 0x194,
CMSG_QUEST_QUERY = 0x05C, // Client requests quest data
SMSG_QUEST_QUERY_RESPONSE = 0x05D, // Server sends quest data
// ---- Phase 5: Vendor ----
CMSG_LIST_INVENTORY = 0x19E,

View file

@ -883,6 +883,27 @@ void GameHandler::handlePacket(network::Packet& packet) {
}
break;
}
case Opcode::SMSG_QUEST_QUERY_RESPONSE: {
// Quest data from server (big packet with title, objectives, rewards, etc.)
LOG_INFO("SMSG_QUEST_QUERY_RESPONSE: packet size=", packet.getSize());
if (packet.getSize() < 8) {
LOG_WARNING("SMSG_QUEST_QUERY_RESPONSE: packet too small (", packet.getSize(), " bytes)");
break;
}
uint32_t questId = packet.readUInt32();
uint32_t questMethod = packet.readUInt32(); // Quest method/type
LOG_INFO(" questId=", questId, " questMethod=", questMethod);
// We received quest template data - this means the quest exists
// Check if player has this quest active by checking if it's in gossip
// For now, just log that we received the data
// TODO: Parse full quest template (title, objectives, etc.)
break;
}
case Opcode::SMSG_QUESTGIVER_REQUEST_ITEMS:
handleQuestRequestItems(packet);
break;
@ -3700,9 +3721,11 @@ void GameHandler::handleBattlefieldStatus(network::Packet& packet) {
if (packet.getSize() - packet.getReadPos() < 4) return;
uint32_t clientInstanceId = packet.readUInt32();
(void)clientInstanceId;
if (packet.getSize() - packet.getReadPos() < 1) return;
uint8_t isRatedArena = packet.readUInt8();
(void)isRatedArena;
if (packet.getSize() - packet.getReadPos() < 4) return;
uint32_t statusId = packet.readUInt32();
@ -4324,6 +4347,12 @@ void GameHandler::selectGossipQuest(uint32_t questId) {
}
}
LOG_INFO("selectGossipQuest: questId=", questId, " isInLog=", isInLog, " isCompletable=", isCompletable);
LOG_INFO(" Current quest log size: ", questLog_.size());
for (const auto& q : questLog_) {
LOG_INFO(" Quest ", q.questId, ": complete=", q.complete);
}
if (isInLog && isCompletable) {
// Quest is ready to turn in - request reward
LOG_INFO("Turning in quest: questId=", questId, " npcGuid=", currentGossip.npcGuid);
@ -4627,6 +4656,39 @@ void GameHandler::handleGossipMessage(network::Packet& packet) {
gossipWindowOpen = true;
vendorWindowOpen = false; // Close vendor if gossip opens
// Query quest data and update quest log based on gossip quests
for (const auto& questItem : currentGossip.quests) {
// Update quest log based on questIcon:
// questIcon & 0x04 = blue ? (turn-in/reward)
// questIcon & 0x02 = yellow ! (available)
// questIcon & 0x01 = gray ? (incomplete)
bool isCompletable = (questItem.questIcon & 0x04) != 0; // Can turn in
bool isIncomplete = (questItem.questIcon & 0x01) != 0; // Have but incomplete
// Note: questIcon & 0x02 = available (new quest), not added to log yet
// Add or update quest in log
bool found = false;
for (auto& quest : questLog_) {
if (quest.questId == questItem.questId) {
quest.complete = isCompletable;
quest.title = questItem.title;
found = true;
LOG_INFO("Updated quest ", questItem.questId, " in log: complete=", isCompletable);
break;
}
}
if (!found && (isCompletable || isIncomplete)) {
// Quest is active (either completable or incomplete) - add to log
QuestLogEntry entry;
entry.questId = questItem.questId;
entry.complete = isCompletable;
entry.title = questItem.title;
questLog_.push_back(entry);
LOG_INFO("Added quest ", questItem.questId, " to log: complete=", isCompletable);
}
}
// Play NPC greeting voice
if (npcGreetingCallback_ && currentGossip.npcGuid != 0) {
auto entity = entityManager.getEntity(currentGossip.npcGuid);

View file

@ -175,7 +175,7 @@ void QuestMarkerRenderer::render(const Camera& camera) {
// WoW-style quest marker tuning parameters
constexpr float BASE_SIZE = 0.65f; // Base world-space size
constexpr float HEIGHT_OFFSET = 2.1f; // Height above NPC bounds
constexpr float HEIGHT_OFFSET = 1.1f; // Height above NPC bounds
constexpr float BOB_AMPLITUDE = 0.10f; // Bob animation amplitude
constexpr float BOB_FREQUENCY = 1.25f; // Bob frequency (Hz)
constexpr float MIN_DIST = 4.0f; // Near clamp