More achievement types support.

Achievment types used only for statistics:
* ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION
* ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS
* ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS
* ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS
Tnx to VladimirMangos

--HG--
branch : trunk
This commit is contained in:
John Holiver
2010-05-21 16:49:19 -03:00
parent af1aecc1f5
commit bd41a4d36f
4 changed files with 19 additions and 5 deletions

View File

@@ -736,6 +736,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST:
case ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS:
case ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL:
case ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION:
case ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS: /* FIXME: for online player only currently */
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED:
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED:
case ACHIEVEMENT_CRITERIA_TYPE_QUEST_ABANDONED:
@@ -747,12 +749,14 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
// std case: increment at miscvalue1
case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS:
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:
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS:/* FIXME: for online player only currently */
case ACHIEVEMENT_CRITERIA_TYPE_TOTAL_DAMAGE_RECEIVED:
case ACHIEVEMENT_CRITERIA_TYPE_TOTAL_HEALING_RECEIVED:
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
@@ -1435,13 +1439,9 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
case ACHIEVEMENT_CRITERIA_TYPE_REACH_TEAM_RATING:
case ACHIEVEMENT_CRITERIA_TYPE_OWN_RANK:
case ACHIEVEMENT_CRITERIA_TYPE_GET_KILLING_BLOWS:
case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS:
case ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL:
case ACHIEVEMENT_CRITERIA_TYPE_EARNED_PVP_TITLE:
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_TOTAL:
case ACHIEVEMENT_CRITERIA_TYPE_EARN_ACHIEVEMENT_POINTS:
case ACHIEVEMENT_CRITERIA_TYPE_USE_LFD_TO_GROUP_WITH_PLAYERS:
@@ -1594,14 +1594,18 @@ bool AchievementMgr::IsCompletedCriteria(AchievementCriteriaEntry const* achieve
case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_CREATURE:
case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_PLAYER:
case ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM:
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_GOLD_SPENT_AT_BARBER:
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL:
case ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL:
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_HIGHEST_AUCTION_SOLD:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED:
case ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS:
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION:
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION:
case ACHIEVEMENT_CRITERIA_TYPE_KNOWN_FACTIONS:

View File

@@ -296,6 +296,8 @@ void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data)
CharacterDatabase.CommitTransaction();
SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, AUCTION_OK);
GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
}
//this function is called when client bids or buys out auction

View File

@@ -152,7 +152,11 @@ void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry *auction)
CharacterDatabase.PExecute("UPDATE item_instance SET owner_guid = '%u' WHERE guid='%u'",auction->bidder,pItem->GetGUIDLow());
if (bidder)
{
bidder->GetSession()->SendAuctionBidderNotification(auction->GetHouseId(), auction->Id, bidder_guid, 0, 0, auction->item_template);
// FIXME: for offline player need also
bidder->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS, 1);
}
MailDraft(msgAuctionWonSubject.str(), msgAuctionWonBody.str())
.AddItem(pItem)
@@ -216,6 +220,7 @@ void AuctionHouseMgr::SendAuctionSuccessfulMail(AuctionEntry * auction)
//FIXME: what do if owner offline
if (owner && owner->GetGUIDLow() != auctionbot.GetAHBplayerGUID())
{
owner->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS, profit);
owner->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD, auction->bid);
//send auction owner notification, bidder must be current!
owner->GetSession()->SendAuctionOwnerNotification(auction);

View File

@@ -583,7 +583,9 @@ void WorldSession::HandleSellItemOpcode(WorldPacket & recv_data)
_player->AddItemToBuyBackSlot(pItem);
}
_player->ModifyMoney(pProto->SellPrice * count);
uint32 money = pProto->SellPrice * count;
_player->ModifyMoney(money);
_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS, money);
}
else
_player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
@@ -631,6 +633,7 @@ void WorldSession::HandleBuybackItem(WorldPacket & recv_data)
_player->ModifyMoney(-(int32)price);
_player->RemoveItemFromBuyBackSlot(slot, false);
_player->ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount());
_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, pItem->GetEntry(), pItem->GetCount());
_player->StoreItem(dest, pItem, true);
}
else