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-rw-r--r--src/game/AchievementMgr.cpp59
-rw-r--r--src/game/AchievementMgr.h1
-rw-r--r--src/game/BattleGround.cpp3
-rw-r--r--src/game/Unit.cpp10
4 files changed, 65 insertions, 8 deletions
diff --git a/src/game/AchievementMgr.cpp b/src/game/AchievementMgr.cpp
index 34d97baf11d..3eb76d6f45f 100644
--- a/src/game/AchievementMgr.cpp
+++ b/src/game/AchievementMgr.cpp
@@ -250,6 +250,41 @@ void AchievementMgr::Reset()
CheckAllAchievementCriteria();
}
+void AchievementMgr::ResetAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1, uint32 miscvalue2)
+{
+ if((sLog.getLogFilter() & LOG_FILTER_ACHIEVEMENT_UPDATES)==0)
+ sLog.outDetail("AchievementMgr::ResetAchievementCriteria(%u, %u, %u)", type, miscvalue1, miscvalue2);
+
+ if (!sWorld.getConfig(CONFIG_GM_ALLOW_ACHIEVEMENT_GAINS) && m_player->GetSession()->GetSecurity() > SEC_PLAYER)
+ return;
+
+ AchievementCriteriaEntryList const& achievementCriteriaList = achievementmgr.GetAchievementCriteriaByType(type);
+ for(AchievementCriteriaEntryList::const_iterator i = achievementCriteriaList.begin(); i!=achievementCriteriaList.end(); ++i)
+ {
+ AchievementCriteriaEntry const *achievementCriteria = (*i);
+
+ AchievementEntry const *achievement = sAchievementStore.LookupEntry(achievementCriteria->referredAchievement);
+ if (!achievement)
+ continue;
+
+ // don't update already completed criteria
+ if (IsCompletedCriteria(achievementCriteria,achievement))
+ continue;
+
+ switch (type)
+ {
+ case ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE: // have total statistic also not expected to be reset
+ case ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE: // have total statistic also not expected to be reset
+ if (achievementCriteria->healing_done.flag == miscvalue1 &&
+ achievementCriteria->healing_done.mapid == miscvalue2)
+ SetCriteriaProgress(achievementCriteria, 0, PROGRESS_SET);
+ break;
+ default: // reset all cases
+ break;
+ }
+ }
+}
+
void AchievementMgr::DeleteFromDB(uint32 lowguid)
{
CharacterDatabase.BeginTransaction ();
@@ -943,6 +978,25 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
}
+ case ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE:
+ case ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE:
+ {
+ if (!miscvalue1)
+ continue;
+
+ if (achievementCriteria->healing_done.flag == ACHIEVEMENT_CRITERIA_CONDITION_MAP)
+ {
+ if(GetPlayer()->GetMapId() != achievementCriteria->healing_done.mapid)
+ continue;
+
+ // map specific case (BG in fact) expected player targeted damage/heal
+ if(!unit || unit->GetTypeId()!=TYPEID_PLAYER)
+ continue;
+ }
+
+ SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_ACCUMULATE);
+ break;
+ }
case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM:
// miscvalue1 = item_id
if(!miscvalue1)
@@ -1053,7 +1107,6 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
// 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_COMPLETE_RAID:
case ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE:
case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL_AT_AREA:
@@ -1067,7 +1120,6 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM:
case ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS:
case ACHIEVEMENT_CRITERIA_TYPE_HK_RACE:
- case ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE:
case ACHIEVEMENT_CRITERIA_TYPE_GET_KILLING_BLOWS:
case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS:
case ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS:
@@ -1196,6 +1248,9 @@ bool AchievementMgr::IsCompletedCriteria(AchievementCriteriaEntry const* achieve
return progress->counter >= achievementCriteria->roll_greed_on_loot.count;
case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE:
return progress->counter >= achievementCriteria->do_emote.count;
+ case ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE:
+ case ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE:
+ return progress->counter >= achievementCriteria->healing_done.count;
case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM:
return progress->counter >= achievementCriteria->equip_item.count;
case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD:
diff --git a/src/game/AchievementMgr.h b/src/game/AchievementMgr.h
index 391afedbb46..7c006e06b7b 100644
--- a/src/game/AchievementMgr.h
+++ b/src/game/AchievementMgr.h
@@ -169,6 +169,7 @@ class AchievementMgr
static void DeleteFromDB(uint32 lowguid);
void LoadFromDB(QueryResult *achievementResult, QueryResult *criteriaResult);
void SaveToDB();
+ void ResetAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1=0, uint32 miscvalue2=0);
void UpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1=0, uint32 miscvalue2=0, Unit *unit=NULL, uint32 time=0);
void CheckAllAchievementCriteria();
void SendAllAchievementData();
diff --git a/src/game/BattleGround.cpp b/src/game/BattleGround.cpp
index 2c15395f24b..51d03d0304f 100644
--- a/src/game/BattleGround.cpp
+++ b/src/game/BattleGround.cpp
@@ -1123,6 +1123,9 @@ void BattleGround::AddPlayer(Player *plr)
plr->CastSpell(plr, SPELL_PREPARATION, true); // reduces all mana cost of spells.
}
+ plr->GetAchievementMgr().ResetAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE, ACHIEVEMENT_CRITERIA_CONDITION_MAP, GetMapId());
+ plr->GetAchievementMgr().ResetAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE, ACHIEVEMENT_CRITERIA_CONDITION_MAP, GetMapId());
+
// setup BG group membership
PlayerAddedToBGCheckIfBGIsRunning(plr);
AddOrSetPlayerToCorrectBgGroup(plr, guid, team);
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 6cb446af503..97bd836f5de 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -665,6 +665,7 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
}
}
+ killer->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE, damage, 0, pVictim);
killer->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HIT_DEALT, damage);
}
@@ -8168,12 +8169,9 @@ int32 Unit::DealHeal(Unit *pVictim, uint32 addhealth, SpellEntry const *spellPro
if (BattleGround *bg = ((Player*)this)->GetBattleGround())
bg->UpdatePlayerScore((Player*)this, SCORE_HEALING_DONE, gain);
- // healing done is count ONLY if the target is a player.
- if (pVictim->GetTypeId()==TYPEID_PLAYER)
- {
- // use the actual gain, as the overheal shall not be counted.
- ((Player*)this)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE, gain);
- }
+ // use the actual gain, as the overheal shall not be counted, skip gain 0 (it ignored anyway in to criteria)
+ if (gain)
+ ((Player*)this)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE, gain, 0, pVictim);
((Player*)this)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEAL_CASTED, addhealth);
}