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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
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@@ -736,6 +736,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST:
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case ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS:
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case ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL:
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case ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION:
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case ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS: /* FIXME: for online player only currently */
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case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED:
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case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED:
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case ACHIEVEMENT_CRITERIA_TYPE_QUEST_ABANDONED:
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@@ -747,12 +749,14 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
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break;
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// std case: increment at miscvalue1
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case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS:
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case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS:
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case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD:
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case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING:
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case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_AT_BARBER:
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case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL:
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case ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY:
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case ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS:/* FIXME: for online player only currently */
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case ACHIEVEMENT_CRITERIA_TYPE_TOTAL_DAMAGE_RECEIVED:
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case ACHIEVEMENT_CRITERIA_TYPE_TOTAL_HEALING_RECEIVED:
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// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
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@@ -1435,13 +1439,9 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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case ACHIEVEMENT_CRITERIA_TYPE_REACH_TEAM_RATING:
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case ACHIEVEMENT_CRITERIA_TYPE_OWN_RANK:
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case ACHIEVEMENT_CRITERIA_TYPE_GET_KILLING_BLOWS:
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case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS:
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case ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL:
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case ACHIEVEMENT_CRITERIA_TYPE_EARNED_PVP_TITLE:
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case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE_TYPE:
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case ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS:
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case ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION:
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case ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS:
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case ACHIEVEMENT_CRITERIA_TYPE_TOTAL:
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case ACHIEVEMENT_CRITERIA_TYPE_EARN_ACHIEVEMENT_POINTS:
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case ACHIEVEMENT_CRITERIA_TYPE_USE_LFD_TO_GROUP_WITH_PLAYERS:
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@@ -1594,14 +1594,18 @@ bool AchievementMgr::IsCompletedCriteria(AchievementCriteriaEntry const* achieve
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case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_CREATURE:
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case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_PLAYER:
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case ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM:
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case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS:
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case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS:
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case ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS:
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case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_AT_BARBER:
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case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL:
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case ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL:
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case ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS:
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case ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION:
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case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID:
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case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD:
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case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED:
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case ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS:
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case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION:
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case ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION:
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case ACHIEVEMENT_CRITERIA_TYPE_KNOWN_FACTIONS:
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@@ -296,6 +296,8 @@ void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data)
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CharacterDatabase.CommitTransaction();
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SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, AUCTION_OK);
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GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
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}
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//this function is called when client bids or buys out auction
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@@ -152,7 +152,11 @@ void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry *auction)
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CharacterDatabase.PExecute("UPDATE item_instance SET owner_guid = '%u' WHERE guid='%u'",auction->bidder,pItem->GetGUIDLow());
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if (bidder)
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{
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bidder->GetSession()->SendAuctionBidderNotification(auction->GetHouseId(), auction->Id, bidder_guid, 0, 0, auction->item_template);
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// FIXME: for offline player need also
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bidder->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS, 1);
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}
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MailDraft(msgAuctionWonSubject.str(), msgAuctionWonBody.str())
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.AddItem(pItem)
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@@ -216,6 +220,7 @@ void AuctionHouseMgr::SendAuctionSuccessfulMail(AuctionEntry * auction)
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//FIXME: what do if owner offline
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if (owner && owner->GetGUIDLow() != auctionbot.GetAHBplayerGUID())
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{
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owner->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS, profit);
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owner->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD, auction->bid);
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//send auction owner notification, bidder must be current!
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owner->GetSession()->SendAuctionOwnerNotification(auction);
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@@ -583,7 +583,9 @@ void WorldSession::HandleSellItemOpcode(WorldPacket & recv_data)
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_player->AddItemToBuyBackSlot(pItem);
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}
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_player->ModifyMoney(pProto->SellPrice * count);
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uint32 money = pProto->SellPrice * count;
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_player->ModifyMoney(money);
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_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS, money);
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}
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else
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_player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
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@@ -631,6 +633,7 @@ void WorldSession::HandleBuybackItem(WorldPacket & recv_data)
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_player->ModifyMoney(-(int32)price);
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_player->RemoveItemFromBuyBackSlot(slot, false);
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_player->ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount());
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_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, pItem->GetEntry(), pItem->GetCount());
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_player->StoreItem(dest, pItem, true);
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}
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else
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