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Added support for scripting achievement criteria checks using ACHIEVEMENT_CRITERIA_DATA_TYPE_SCRIPT (11)
--HG-- branch : trunk
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@@ -202,6 +202,14 @@ bool AchievementCriteriaData::IsValid(AchievementCriteriaEntry const* criteria)
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return false;
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}
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return true;
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case ACHIEVEMENT_CRITERIA_DATA_TYPE_SCRIPT:
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if (!ScriptId)
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{
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sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_SCRIPT (%u) does not have ScriptName set, ignored.",
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criteria->ID, criteria->requiredType, dataType);
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return false;
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}
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return true;
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case ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_DIFFICULTY:
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if (difficulty.difficulty >= MAX_DIFFICULTY)
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{
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@@ -305,6 +313,8 @@ bool AchievementCriteriaData::Meets(uint32 criteria_id, Player const* source, Un
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if (!target)
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return false;
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return target->getGender() == gender.gender;
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case ACHIEVEMENT_CRITERIA_DATA_TYPE_SCRIPT:
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return sScriptMgr.OnCriteriaCheck(source, target);
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case ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_DIFFICULTY:
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return source->GetMap()->GetSpawnMode() == difficulty.difficulty;
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case ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_PLAYER_COUNT:
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@@ -2119,12 +2129,21 @@ void AchievementGlobalMgr::LoadAchievementCriteriaData()
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continue;
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}
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AchievementCriteriaData data(fields[1].GetUInt32(),fields[2].GetUInt32(),fields[3].GetUInt32());
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uint32 dataType = fields[1].GetUInt32();
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const char* scriptName = fields[4].GetString();
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uint32 scriptId = 0;
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if (scriptName)
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{
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if (dataType != ACHIEVEMENT_CRITERIA_DATA_TYPE_SCRIPT)
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sLog.outErrorDb("Table `achievement_criteria_data` has ScriptName set for non-scripted data type (Entry: %u, type %u), useless data.", criteria_id, dataType);
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else
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scriptId = objmgr.GetScriptId(scriptName);
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}
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AchievementCriteriaData data(dataType, fields[2].GetUInt32(), fields[3].GetUInt32(), scriptId);
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if (!data.IsValid(criteria))
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{
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continue;
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}
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// this will allocate empty data set storage
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AchievementCriteriaDataSet& dataSet = m_criteriaDataMap[criteria_id];
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@@ -53,7 +53,7 @@ enum AchievementCriteriaDataType
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ACHIEVEMENT_CRITERIA_DATA_TYPE_VALUE = 8, // minvalue value provided with achievement update must be not less that limit
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ACHIEVEMENT_CRITERIA_DATA_TYPE_T_LEVEL = 9, // minlevel minlevel of target
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ACHIEVEMENT_CRITERIA_DATA_TYPE_T_GENDER = 10,// gender 0=male; 1=female
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ACHIEVEMENT_CRITERIA_DATA_TYPE_REUSE = 11,// TO BE REUSED
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ACHIEVEMENT_CRITERIA_DATA_TYPE_SCRIPT = 11,// scripted requirement
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ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_DIFFICULTY = 12,// difficulty normal/heroic difficulty for current event map
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ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_PLAYER_COUNT = 13,// count "with less than %u people in the zone"
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ACHIEVEMENT_CRITERIA_DATA_TYPE_T_TEAM = 14,// team HORDE(67), ALLIANCE(469)
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@@ -123,7 +123,7 @@ struct AchievementCriteriaData
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{
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uint32 gender;
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} gender;
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// ACHIEVEMENT_CRITERIA_DATA_TYPE_DISABLED = 11 (no data)
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// ACHIEVEMENT_CRITERIA_DATA_TYPE_SCRIPT = 11 (no data)
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// ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_DIFFICULTY = 12
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struct
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{
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@@ -169,17 +169,20 @@ struct AchievementCriteriaData
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uint32 value2;
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} raw;
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};
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uint32 ScriptId;
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AchievementCriteriaData() : dataType(ACHIEVEMENT_CRITERIA_DATA_TYPE_NONE)
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{
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raw.value1 = 0;
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raw.value2 = 0;
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ScriptId = 0;
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}
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AchievementCriteriaData(uint32 _dataType, uint32 _value1, uint32 _value2) : dataType(AchievementCriteriaDataType(_dataType))
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AchievementCriteriaData(uint32 _dataType, uint32 _value1, uint32 _value2, uint32 _scriptId) : dataType(AchievementCriteriaDataType(_dataType))
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{
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raw.value1 = _value1;
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raw.value2 = _value2;
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ScriptId = _scriptId;
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}
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bool IsValid(AchievementCriteriaEntry const* criteria);
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@@ -8732,6 +8732,8 @@ void ObjectMgr::LoadScriptNames()
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{
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m_scriptNames.push_back("");
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QueryResult_AutoPtr result = WorldDatabase.Query(
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"SELECT DISTINCT(ScriptName) FROM achievement_criteria_data WHERE ScriptName <> '' AND type = 11 "
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"UNION "
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"SELECT DISTINCT(ScriptName) FROM battleground_template WHERE ScriptName <> '' "
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"UNION "
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"SELECT DISTINCT(ScriptName) FROM creature_template WHERE ScriptName <> '' "
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@@ -1053,6 +1053,15 @@ void ScriptMgr::OnShutdown()
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FOREACH_SCRIPT(WorldScript)->OnShutdown();
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}
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bool ScriptMgr::OnCriteriaCheck(AchievementCriteriaData const* data, Player* source, Unit* target)
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{
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ASSERT(source);
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// target can be NULL
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GET_SCRIPT_RET(AchievementCriteriaScript, data->ScriptId, tmpscript, false);
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return tmpscript->OnCheck(source, target);
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}
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void SpellHandlerScript::RegisterSelf()
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{
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ScriptMgr::ScriptRegistry<SpellHandlerScript>::AddScript(this);
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@@ -1158,6 +1167,11 @@ void TransportScript::RegisterSelf()
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ScriptMgr::ScriptRegistry<TransportScript>::AddScript(this);
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}
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void AchievementCriteriaScript::RegisterSelf()
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{
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ScriptMgr::ScriptRegistry<AchievementCriteriaScript>::AddScript(this);
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}
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template<class TScript>
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void ScriptMgr::ScriptRegistry<TScript>::AddScript(TScript* const script)
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{
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@@ -1255,6 +1269,7 @@ template class ScriptMgr::ScriptRegistry<ConditionScript>;
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template class ScriptMgr::ScriptRegistry<VehicleScript>;
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template class ScriptMgr::ScriptRegistry<DynamicObjectScript>;
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template class ScriptMgr::ScriptRegistry<TransportScript>;
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template class ScriptMgr::ScriptRegistry<AchievementCriteriaScript>;
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// Undefine utility macros.
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#undef GET_SCRIPT_RET
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@@ -753,6 +753,25 @@ class TransportScript : public ScriptObject, public UpdatableScript<Transport>
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virtual void OnRelocate(Transport* transport, uint32 mapId, float x, float y, float z) { }
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};
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class AchievementCriteriaScript : public ScriptObject
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{
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protected:
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AchievementCriteriaScript(const char* name)
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: ScriptObject(name)
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{
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}
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void RegisterSelf();
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public:
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bool IsDatabaseBound() const { return true; }
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// Called when additional criteria is checked
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virtual bool OnCheck(Player* source, Unit* target) = 0;
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};
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// Placed here due to ScriptRegistry::AddScript dependency.
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#define sScriptMgr (*ACE_Singleton<ScriptMgr, ACE_Null_Mutex>::instance())
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@@ -921,6 +940,10 @@ class ScriptMgr
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void OnTransportUpdate(Transport* transport, uint32 diff);
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void OnRelocate(Transport* transport, uint32 mapId, float x, float y, float z);
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public: /* AchievementCriteriaScript */
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bool OnCriteriaCheck(AchievementCriteriaData const* data, Player* source, Unit* target);
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public: /* ScriptRegistry */
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// This is the global static registry of scripts.
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