[7378]~[7381] achievement code update. Author: VladimirMangos

--HG--
branch : trunk
This commit is contained in:
megamage
2009-03-05 09:22:43 -06:00
parent c1ea842cf7
commit ae55745f2a
10 changed files with 311 additions and 235 deletions
+274 -228
View File
@@ -406,24 +406,56 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
switch (type)
{
case ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL:
SetCriteriaProgress(achievementCriteria, GetPlayer()->getLevel());
// std. case: increment at 1
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST:
case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_PLAYER:
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if(!miscvalue1)
continue;
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT:
SetCriteriaProgress(achievementCriteria, GetPlayer()->GetByteValue(PLAYER_BYTES_2, 2)+1);
// std case: increment at miscvalue1
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS:
case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD:
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING:
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_AT_BARBER:
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL:
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY:
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if(!miscvalue1)
continue;
SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_ACCUMULATE);
break;
// std case: high value at miscvalue1
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD: /* FIXME: for online player only currently */
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if(!miscvalue1)
continue;
SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_HIGHEST);
break;
// specialized cases
case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE:
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if(!miscvalue1)
continue;
if(achievementCriteria->kill_creature.creatureID != miscvalue1)
continue;
SetCriteriaProgress(achievementCriteria, miscvalue2, true);
SetCriteriaProgress(achievementCriteria, miscvalue2, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL:
SetCriteriaProgress(achievementCriteria, GetPlayer()->getLevel());
break;
case ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL:
if(uint32 skillvalue = GetPlayer()->GetBaseSkillValue(achievementCriteria->reach_skill_level.skillID))
SetCriteriaProgress(achievementCriteria, skillvalue);
break;
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT:
if(m_completedAchievements.find(achievementCriteria->complete_achievement.linkedAchievement) != m_completedAchievements.end())
SetCriteriaProgress(achievementCriteria, 1);
break;
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT:
{
uint32 counter =0;
@@ -445,27 +477,13 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
SetCriteriaProgress(achievementCriteria, counter);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST:
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if(!miscvalue1)
continue;
SetCriteriaProgress(achievementCriteria, miscvalue1, true);
break;
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_BATTLEGROUND:
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if(!miscvalue1)
continue;
if(GetPlayer()->GetMapId() != achievementCriteria->complete_battleground.mapID)
continue;
SetCriteriaProgress(achievementCriteria, miscvalue1, true);
break;
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL:
if(GetPlayer()->HasSpell(achievementCriteria->learn_spell.spellID))
SetCriteriaProgress(achievementCriteria, 1);
break;
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT:
if(m_completedAchievements.find(achievementCriteria->complete_achievement.linkedAchievement) != m_completedAchievements.end())
SetCriteriaProgress(achievementCriteria, 1);
SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP:
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
@@ -473,7 +491,7 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
continue;
if(GetPlayer()->GetMapId() != achievementCriteria->death_at_map.mapID)
continue;
SetCriteriaProgress(achievementCriteria, 1, true);
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_CREATURE:
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
@@ -481,13 +499,7 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
continue;
if(miscvalue1 != achievementCriteria->killed_by_creature.creatureEntry)
continue;
SetCriteriaProgress(achievementCriteria, 1, true);
break;
case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_PLAYER:
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if(!miscvalue1)
continue;
SetCriteriaProgress(achievementCriteria, 1, true);
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING:
{
@@ -510,13 +522,20 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
if(GetPlayer()->GetQuestRewardStatus(achievementCriteria->complete_quest.questID))
SetCriteriaProgress(achievementCriteria, 1);
break;
case ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM:
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if(!miscvalue1)
case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET:
case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2:
if (!miscvalue1 || miscvalue1 != achievementCriteria->be_spell_target.spellID)
continue;
if(achievementCriteria->use_item.itemID != miscvalue1)
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL:
if (!miscvalue1 || miscvalue1 != achievementCriteria->cast_spell.spellID)
continue;
SetCriteriaProgress(achievementCriteria, 1, true);
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL:
if(GetPlayer()->HasSpell(achievementCriteria->learn_spell.spellID))
SetCriteriaProgress(achievementCriteria, 1);
break;
case ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM:
// speedup for non-login case
@@ -524,25 +543,107 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
continue;
SetCriteriaProgress(achievementCriteria, GetPlayer()->GetItemCount(achievementCriteria->own_item.itemID, true));
break;
case ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM:
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if(!miscvalue1)
continue;
if(achievementCriteria->use_item.itemID != miscvalue1)
continue;
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM:
// You _have_ to loot that item, just owning it when logging in does _not_ count!
if(!miscvalue1)
continue;
if(miscvalue1 != achievementCriteria->own_item.itemID)
continue;
SetCriteriaProgress(achievementCriteria, miscvalue2, true);
SetCriteriaProgress(achievementCriteria, miscvalue2, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET:
case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2:
if (!miscvalue1 || miscvalue1 != achievementCriteria->be_spell_target.spellID)
case ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA:
{
WorldMapOverlayEntry const* worldOverlayEntry = sWorldMapOverlayStore.LookupEntry(achievementCriteria->explore_area.areaReference);
if(!worldOverlayEntry)
break;
int32 exploreFlag = GetAreaFlagByAreaID(worldOverlayEntry->areatableID);
if(exploreFlag < 0)
break;
uint32 playerIndexOffset = uint32(exploreFlag) / 32;
uint32 mask = 1<< (uint32(exploreFlag) % 32);
if(GetPlayer()->GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + playerIndexOffset) & mask)
SetCriteriaProgress(achievementCriteria, 1);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT:
SetCriteriaProgress(achievementCriteria, GetPlayer()->GetByteValue(PLAYER_BYTES_2, 2)+1);
break;
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION:
{
int32 reputation = GetPlayer()->GetReputation(achievementCriteria->gain_reputation.factionID);
if (reputation > 0)
SetCriteriaProgress(achievementCriteria, reputation);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION:
{
uint32 counter = 0;
const FactionStateList factionStateList = GetPlayer()->GetFactionStateList();
for (FactionStateList::const_iterator iter = factionStateList.begin(); iter!= factionStateList.end(); ++iter)
{
if(GetPlayer()->ReputationToRank(iter->second.Standing) >= REP_EXALTED)
++counter;
}
SetCriteriaProgress(achievementCriteria, counter);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP:
{
// skip for login case
if(!miscvalue1)
continue;
SetCriteriaProgress(achievementCriteria, 1, true);
SetCriteriaProgress(achievementCriteria, 1);
break;
case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL:
if (!miscvalue1 || miscvalue1 != achievementCriteria->cast_spell.spellID)
}
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT:
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT:
{
// miscvalue1 = itemid
// miscvalue2 = diced value
if(!miscvalue1)
continue;
SetCriteriaProgress(achievementCriteria, 1, true);
if(miscvalue2 != achievementCriteria->roll_greed_on_loot.rollValue)
continue;
ItemPrototype const *pProto = objmgr.GetItemPrototype( miscvalue1 );
uint32 requiredItemLevel = 0;
if (achievementCriteria->ID == 2412 || achievementCriteria->ID == 2358)
requiredItemLevel = 185;
if(!pProto || pProto->ItemLevel <requiredItemLevel)
continue;
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS:
{
uint32 spellCount = 0;
for (PlayerSpellMap::const_iterator spellIter = GetPlayer()->GetSpellMap().begin();
spellIter != GetPlayer()->GetSpellMap().end();
++spellIter)
{
for(SkillLineAbilityMap::const_iterator skillIter = spellmgr.GetBeginSkillLineAbilityMap(spellIter->first);
skillIter != spellmgr.GetEndSkillLineAbilityMap(spellIter->first);
++skillIter)
{
if(skillIter->second->skillId == achievementCriteria->learn_skilline_spell.skillLine)
spellCount++;
}
}
SetCriteriaProgress(achievementCriteria, spellCount);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2:
{
if (!miscvalue1 || miscvalue1 != achievementCriteria->cast_spell.spellID)
@@ -564,162 +665,75 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
continue;
}
SetCriteriaProgress(achievementCriteria, 1, true);
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS:
{
uint32 spellCount = 0;
for (PlayerSpellMap::const_iterator spellIter = GetPlayer()->GetSpellMap().begin();
spellIter != GetPlayer()->GetSpellMap().end();
++spellIter)
{
for(SkillLineAbilityMap::const_iterator skillIter = spellmgr.GetBeginSkillLineAbilityMap(spellIter->first);
skillIter != spellmgr.GetEndSkillLineAbilityMap(spellIter->first);
++skillIter)
{
if(skillIter->second->skillId == achievementCriteria->learn_skilline_spell.skillLine)
spellCount++;
}
}
SetCriteriaProgress(achievementCriteria, spellCount);
// std case: not exist in DBC, not triggered in code as result
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEALTH:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_SPELLPOWER:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_ARMOR:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_POWER:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_STAT:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_RATING:
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP:
{
// skip for login case
if(!miscvalue1)
continue;
SetCriteriaProgress(achievementCriteria, 1);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION:
{
int32 reputation = GetPlayer()->GetReputation(achievementCriteria->gain_reputation.factionID);
if (reputation > 0)
SetCriteriaProgress(achievementCriteria, reputation);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION:
{
uint32 counter = 0;
const FactionStateList factionStateList = GetPlayer()->GetFactionStateList();
for (FactionStateList::const_iterator iter = factionStateList.begin(); iter!= factionStateList.end(); ++iter)
{
if(GetPlayer()->ReputationToRank(iter->second.Standing) >= REP_EXALTED)
++counter;
}
SetCriteriaProgress(achievementCriteria, counter);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA:
{
WorldMapOverlayEntry const* worldOverlayEntry = sWorldMapOverlayStore.LookupEntry(achievementCriteria->explore_area.areaReference);
if(!worldOverlayEntry)
break;
int32 exploreFlag = GetAreaFlagByAreaID(worldOverlayEntry->areatableID);
if(exploreFlag < 0)
break;
uint32 playerIndexOffset = uint32(exploreFlag) / 32;
uint32 mask = 1<< (uint32(exploreFlag) % 32);
if(GetPlayer()->GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + playerIndexOffset) & mask)
SetCriteriaProgress(achievementCriteria, 1);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT:
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT:
{
// miscvalue1 = itemid
// miscvalue2 = diced value
if(!miscvalue1)
continue;
if(miscvalue2 != achievementCriteria->roll_greed_on_loot.rollValue)
continue;
ItemPrototype const *pProto = objmgr.GetItemPrototype( miscvalue1 );
uint32 requiredItemLevel = 0;
if (achievementCriteria->ID == 2412 || achievementCriteria->ID == 2358)
requiredItemLevel = 185;
if(!pProto || pProto->ItemLevel <requiredItemLevel)
continue;
SetCriteriaProgress(achievementCriteria, 1, true);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_WIN_BG:
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST_DAILY:
case ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE:
case ACHIEVEMENT_CRITERIA_TYPE_DEATH:
case ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON:
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_RAID:
case ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM:
case ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE:
case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL_AT_AREA:
case ACHIEVEMENT_CRITERIA_TYPE_WIN_ARENA:
case ACHIEVEMENT_CRITERIA_TYPE_PLAY_ARENA:
case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL:
case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_TEAM_RATING:
case ACHIEVEMENT_CRITERIA_TYPE_REACH_TEAM_RATING:
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL:
case ACHIEVEMENT_CRITERIA_TYPE_OWN_RANK:
case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM:
case ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS:
case ACHIEVEMENT_CRITERIA_TYPE_HK_RACE:
case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE:
case ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE:
case ACHIEVEMENT_CRITERIA_TYPE_GET_KILLING_BLOWS:
case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM:
case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS:
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS:
case ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS:
case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD:
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING:
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_AT_BARBER:
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL:
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY:
case ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT:
case ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL:
case ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT:
case ACHIEVEMENT_CRITERIA_TYPE_EARNED_PVP_TITLE:
case ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL:
case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE_TYPE:
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS:
case ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID:
case ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED:
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION:
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION:
case ACHIEVEMENT_CRITERIA_TYPE_KNOWN_FACTIONS:
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM:
case ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM:
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED:
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEALTH:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_POWER:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_STAT:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_SPELLPOWER:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_ARMOR:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_RATING:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HIT_DEALT:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HIT_RECEIVED:
case ACHIEVEMENT_CRITERIA_TYPE_TOTAL_DAMAGE_RECEIVED:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEAL_CASTED:
case ACHIEVEMENT_CRITERIA_TYPE_TOTAL_HEALING_RECEIVED:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEALING_RECEIVED:
case ACHIEVEMENT_CRITERIA_TYPE_QUEST_ABANDONED:
case ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN:
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE:
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE:
case ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL:
case ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS:
case ACHIEVEMENT_CRITERIA_TYPE_TOTAL:
break; // Not implemented yet :(
// FIXME: not triggered in code as result, need to implement
case ACHIEVEMENT_CRITERIA_TYPE_WIN_BG:
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST_DAILY:
case ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE:
case ACHIEVEMENT_CRITERIA_TYPE_DEATH:
case ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON:
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_RAID:
case ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM:
case ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE:
case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL_AT_AREA:
case ACHIEVEMENT_CRITERIA_TYPE_WIN_ARENA:
case ACHIEVEMENT_CRITERIA_TYPE_PLAY_ARENA:
case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL:
case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_TEAM_RATING:
case ACHIEVEMENT_CRITERIA_TYPE_REACH_TEAM_RATING:
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL:
case ACHIEVEMENT_CRITERIA_TYPE_OWN_RANK:
case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM:
case ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS:
case ACHIEVEMENT_CRITERIA_TYPE_HK_RACE:
case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE:
case ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE:
case ACHIEVEMENT_CRITERIA_TYPE_GET_KILLING_BLOWS:
case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM:
case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS:
case ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS:
case ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT:
case ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL:
case ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT:
case ACHIEVEMENT_CRITERIA_TYPE_EARNED_PVP_TITLE:
case ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL:
case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE_TYPE:
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS:
case ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION:
case ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED:
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION:
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION:
case ACHIEVEMENT_CRITERIA_TYPE_KNOWN_FACTIONS:
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM:
case ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM:
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED:
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HIT_DEALT:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HIT_RECEIVED:
case ACHIEVEMENT_CRITERIA_TYPE_TOTAL_DAMAGE_RECEIVED:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEAL_CASTED:
case ACHIEVEMENT_CRITERIA_TYPE_TOTAL_HEALING_RECEIVED:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEALING_RECEIVED:
case ACHIEVEMENT_CRITERIA_TYPE_QUEST_ABANDONED:
case ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN:
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE:
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE:
case ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL:
case ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS:
case ACHIEVEMENT_CRITERIA_TYPE_TOTAL:
break; // Not implemented yet :(
}
if(IsCompletedCriteria(achievementCriteria))
CompletedCriteria(achievementCriteria);
@@ -754,64 +768,84 @@ bool AchievementMgr::IsCompletedCriteria(AchievementCriteriaEntry const* achieve
switch(achievementCriteria->requiredType)
{
case ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL:
{
if (achievIdByClass[GetPlayer()->getClass()] == achievement->ID ||
achievIdByRace[GetPlayer()->getRace()] == achievement->ID)
return progress->counter >= achievementCriteria->reach_level.level;
return false;
}
case ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT:
return progress->counter >= achievementCriteria->buy_bank_slot.numberOfSlots;
case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE:
return progress->counter >= achievementCriteria->kill_creature.creatureCount;
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT:
return progress->counter >= 1;
case ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL:
{
// skip wrong class achievements
for(int i = 1; i < MAX_CLASSES; ++i)
if(achievIdByClass[i] == achievement->ID && i != GetPlayer()->getClass())
return false;
// skip wrong race achievements
for(int i = 1; i < MAX_RACES; ++i)
if(achievIdByRace[i] == achievement->ID && i != GetPlayer()->getRace())
return false;
// appropriate class/race or not class/race specific
return progress->counter >= achievementCriteria->reach_level.level;
}
case ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL:
return progress->counter >= achievementCriteria->reach_skill_level.skillLevel;
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT:
return progress->counter >= 1;
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT:
return progress->counter >= achievementCriteria->complete_quest_count.totalQuestCount;
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE:
return progress->counter >= achievementCriteria->complete_quests_in_zone.questCount;
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST:
return progress->counter >= achievementCriteria->complete_daily_quest.questCount;
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL:
return progress->counter >= 1;
case ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING:
return progress->counter >= achievementCriteria->fall_without_dying.fallHeight;
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST:
return progress->counter >= 1;
case ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM:
return progress->counter >= achievementCriteria->use_item.itemCount;
case ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM:
return progress->counter >= achievementCriteria->own_item.itemCount;
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM:
return progress->counter >= achievementCriteria->loot_item.itemCount;
case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET:
case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2:
return progress->counter >= achievementCriteria->be_spell_target.spellCount;
case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL:
case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2:
return progress->counter >= achievementCriteria->cast_spell.castCount;
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS:
return progress->counter >= achievementCriteria->learn_skilline_spell.spellCount;
case ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP:
return progress->counter >= achievementCriteria->visit_barber.numberOfVisits;
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL:
return progress->counter >= 1;
case ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM:
return progress->counter >= achievementCriteria->own_item.itemCount;
case ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM:
return progress->counter >= achievementCriteria->use_item.itemCount;
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM:
return progress->counter >= achievementCriteria->loot_item.itemCount;
case ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA:
return progress->counter >= 1;
case ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT:
return progress->counter >= achievementCriteria->buy_bank_slot.numberOfSlots;
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION:
return progress->counter >= achievementCriteria->gain_reputation.reputationAmount;
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION:
return progress->counter >= achievementCriteria->gain_exalted_reputation.numberOfExaltedFactions;
case ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA:
return progress->counter >= 1;
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT:
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT:
return progress->counter >= achievementCriteria->roll_greed_on_loot.count;
case ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP:
return progress->counter >= achievementCriteria->visit_barber.numberOfVisits;
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT:
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT:
return progress->counter >= achievementCriteria->roll_greed_on_loot.count;
case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD:
return progress->counter >= achievementCriteria->quest_reward_money.goldInCopper;
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY:
return progress->counter >= achievementCriteria->loot_money.goldInCopper;
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS:
return progress->counter >= achievementCriteria->learn_skilline_spell.spellCount;
// handle all statistic-only criteria here
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_BATTLEGROUND:
case ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP:
case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_CREATURE:
case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_PLAYER:
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS:
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_AT_BARBER:
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEALTH:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_SPELLPOWER:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_ARMOR:
return false;
}
return false;
@@ -858,9 +892,9 @@ AchievementCompletionState AchievementMgr::GetAchievementCompletionState(Achieve
return ACHIEVEMENT_COMPLETED_COMPLETED_NOT_STORED;
}
void AchievementMgr::SetCriteriaProgress(AchievementCriteriaEntry const* entry, uint32 newValue, bool relative)
void AchievementMgr::SetCriteriaProgress(AchievementCriteriaEntry const* entry, uint32 changeValue, ProgressType ptype)
{
sLog.outDetail("AchievementMgr::SetCriteriaProgress(%u, %u)", entry->ID, newValue);
sLog.outDetail("AchievementMgr::SetCriteriaProgress(%u, %u) for (GUID:%u)", entry->ID, changeValue);
CriteriaProgress *progress = NULL;
CriteriaProgressMap::iterator iter = m_criteriaProgress.find(entry->ID);
@@ -868,18 +902,30 @@ void AchievementMgr::SetCriteriaProgress(AchievementCriteriaEntry const* entry,
if(iter == m_criteriaProgress.end())
{
// not create record for 0 counter
if(newValue == 0)
if(changeValue == 0)
return;
progress = &m_criteriaProgress[entry->ID];
progress->counter = newValue;
progress->counter = changeValue;
progress->date = time(NULL);
}
else
{
progress = &iter->second;
if(relative)
newValue += progress->counter;
uint32 newValue;
switch(ptype)
{
case PROGRESS_SET:
newValue = changeValue;
break;
case PROGRESS_ACCUMULATE:
newValue = progress->counter + changeValue;
break;
case PROGRESS_HIGHEST:
newValue = progress->counter < changeValue ? changeValue : progress->counter;
break;
}
// not update (not mark as changed) if counter will have same value
if(progress->counter == newValue)
+2 -1
View File
@@ -104,9 +104,10 @@ class AchievementMgr
Player* GetPlayer() { return m_player;}
private:
enum ProgressType { PROGRESS_SET, PROGRESS_ACCUMULATE, PROGRESS_HIGHEST };
void SendAchievementEarned(AchievementEntry const* achievement);
void SendCriteriaUpdate(uint32 id, CriteriaProgress const* progress);
void SetCriteriaProgress(AchievementCriteriaEntry const* entry, uint32 newValue, bool relative=false);
void SetCriteriaProgress(AchievementCriteriaEntry const* entry, uint32 changeValue, ProgressType ptype = PROGRESS_SET);
void CompletedCriteria(AchievementCriteriaEntry const* entry);
void CompletedAchievement(AchievementEntry const* entry);
bool IsCompletedCriteria(AchievementCriteriaEntry const* entry);
+2
View File
@@ -367,6 +367,7 @@ void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data )
}
auction->bidder = pl->GetGUIDLow();
auction->bid = price;
GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, price);
// after this update we should save player's money ...
CharacterDatabase.PExecute("UPDATE auctionhouse SET buyguid = '%u',lastbid = '%u' WHERE id = '%u'", auction->bidder, auction->bid, auction->Id);
@@ -390,6 +391,7 @@ void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data )
}
auction->bidder = pl->GetGUIDLow();
auction->bid = auction->buyout;
GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, auction->buyout);
auctionmgr.SendAuctionSalePendingMail( auction );
auctionmgr.SendAuctionSuccessfulMail( auction );
+2
View File
@@ -223,6 +223,8 @@ void AuctionHouseMgr::SendAuctionSuccessfulMail( AuctionEntry * auction )
if (owner)
{
//FIXME: what do if owner offline
owner->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD, auction->bid);
//send auction owner notification, bidder must be current!
owner->GetSession()->SendAuctionOwnerNotification( auction );
}
+2 -1
View File
@@ -1204,7 +1204,8 @@ void WorldSession::HandleAlterAppearance( WorldPacket & recv_data )
SendPacket(&data);
}
_player->SetMoney(_player->GetMoney() - Cost); // it isn't free
_player->ModifyMoney(-int32(Cost)); // it isn't free
_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_AT_BARBER, Cost);
_player->SetByteValue(PLAYER_BYTES, 2, uint8(bs_hair->hair_id));
_player->SetByteValue(PLAYER_BYTES, 3, uint8(Color));
+4
View File
@@ -234,6 +234,7 @@ void WorldSession::HandleLootMoneyOpcode( WorldPacket & /*recv_data*/ )
for (std::vector<Player*>::iterator i = playersNear.begin(); i != playersNear.end(); ++i)
{
(*i)->ModifyMoney( money_per_player );
(*i)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, money_per_player);
//Offset surely incorrect, but works
WorldPacket data( SMSG_LOOT_MONEY_NOTIFY, 4 );
data << uint32(money_per_player);
@@ -241,7 +242,10 @@ void WorldSession::HandleLootMoneyOpcode( WorldPacket & /*recv_data*/ )
}
}
else
{
player->ModifyMoney( pLoot->gold );
player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, pLoot->gold);
}
pLoot->gold = 0;
pLoot->NotifyMoneyRemoved();
}
+5 -2
View File
@@ -125,9 +125,11 @@ void WorldSession::HandleSendMail(WorldPacket & recv_data )
return;
}
uint32 reqmoney = money + 30;
uint32 cost = money + 30;
if (items_count)
reqmoney = money + (30 * items_count);
cost = 30 * items_count;
uint32 reqmoney = cost + money;
if (pl->GetMoney() < reqmoney)
{
@@ -210,6 +212,7 @@ void WorldSession::HandleSendMail(WorldPacket & recv_data )
}
pl->ModifyMoney( -int32(reqmoney) );
pl->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL, cost);
bool needItemDelay = false;
+12 -2
View File
@@ -3436,6 +3436,7 @@ bool Player::resetTalents(bool no_cost)
if(!no_cost)
{
ModifyMoney(-(int32)cost);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, cost);
m_resetTalentsCost = cost;
m_resetTalentsTime = time(NULL);
@@ -13114,10 +13115,18 @@ void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver
if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
GiveXP( XP , NULL );
else
ModifyMoney( int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)) );
{
int32 money = int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY));
ModifyMoney( money );
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, money);
}
// Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
ModifyMoney( pQuest->GetRewOrReqMoney() );
if(pQuest->GetRewOrReqMoney())
{
ModifyMoney( pQuest->GetRewOrReqMoney() );
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, pQuest->GetRewOrReqMoney());
}
// honor reward
if(pQuest->GetRewHonorableKills())
@@ -17661,6 +17670,7 @@ bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, uint32 mount_i
//Checks and preparations done, DO FLIGHT
ModifyMoney(-(int32)totalcost);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, totalcost);
// prevent stealth flight
//RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK);