Implemented new achievement criteria data:

* ACHIEVEMENT_CRITERIA_DATA_TYPE_S_EQUIPED_ITEM_LVL (item level and item quality).

Implemented achievement criteria:
* ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM
* ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM

Update ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM implementation. Requires DB update to use new criteria data.

Thanks VladimirMangos.

--HG--
branch : trunk
This commit is contained in:
Trazom62
2010-03-22 18:32:38 +01:00
parent f6e516d819
commit e018c4cc7b
5 changed files with 55 additions and 11 deletions
+3
View File
@@ -11121,6 +11121,7 @@ Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool updat
if( pItem )
{
ItemAddedQuestCheck( item, count );
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, count);
if(randomPropertyId)
pItem->SetItemRandomProperties(randomPropertyId);
pItem = StoreItem( dest, pItem, update );
@@ -11263,6 +11264,7 @@ Item* Player::EquipNewItem( uint16 pos, uint32 item, bool update )
if (Item *pItem = Item::CreateItem( item, 1, this ))
{
ItemAddedQuestCheck( item, 1 );
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, 1);
return EquipItem( pos, pItem, update );
}
@@ -11545,6 +11547,7 @@ void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool
{
// update quest counters
ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount());
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, pItem->GetEntry(), pItem->GetCount());
// store item
Item* pLastItem = StoreItem(dest, pItem, update);