/* * Copyright (C) 2005-2009 MaNGOS * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "Common.h" #include "DBCEnums.h" #include "ObjectMgr.h" #include "World.h" #include "WorldPacket.h" #include "Database/DatabaseEnv.h" #include "Policies/SingletonImp.h" #include "AchievementMgr.h" #include "ArenaTeam.h" #include "CellImpl.h" #include "GameEventMgr.h" #include "GridNotifiersImpl.h" #include "Guild.h" #include "Language.h" #include "Player.h" #include "ProgressBar.h" #include "SpellMgr.h" #include "MapManager.h" #include "BattleGround.h" #include "BattleGroundAB.h" #include "Map.h" #include "InstanceData.h" INSTANTIATE_SINGLETON_1(AchievementGlobalMgr); namespace Trinity { class AchievementChatBuilder { public: AchievementChatBuilder(Player const& pl, ChatMsg msgtype, int32 textId, uint32 ach_id) : i_player(pl), i_msgtype(msgtype), i_textId(textId), i_achievementId(ach_id) {} void operator()(WorldPacket& data, int32 loc_idx) { char const* text = objmgr.GetTrinityString(i_textId,loc_idx); data << uint8(i_msgtype); data << uint32(LANG_UNIVERSAL); data << uint64(i_player.GetGUID()); data << uint32(5); data << uint64(i_player.GetGUID()); data << uint32(strlen(text)+1); data << text; data << uint8(0); data << uint32(i_achievementId); } private: Player const& i_player; ChatMsg i_msgtype; int32 i_textId; uint32 i_achievementId; }; } // namespace Trinity bool AchievementCriteriaData::IsValid(AchievementCriteriaEntry const* criteria) { if (dataType >= MAX_ACHIEVEMENT_CRITERIA_DATA_TYPE) { sLog.outErrorDb("Table `achievement_criteria_data` for criteria (Entry: %u) have wrong data type (%u), ignore.", criteria->ID,dataType); return false; } switch(criteria->requiredType) { case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE: case ACHIEVEMENT_CRITERIA_TYPE_WIN_BG: case ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING: case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST: // only hardcoded list case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL: case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA: case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE: case ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL: case ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL: case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE: case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2: case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET: case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2: case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM: case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT: case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT: break; default: sLog.outErrorDb("Table `achievement_criteria_data` have data for not supported criteria type (Entry: %u Type: %u), ignore.", criteria->ID, criteria->requiredType); return false; } switch(dataType) { case ACHIEVEMENT_CRITERIA_DATA_TYPE_NONE: case ACHIEVEMENT_CRITERIA_DATA_TYPE_VALUE: case ACHIEVEMENT_CRITERIA_DATA_TYPE_DISABLED: case ACHIEVEMENT_CRITERIA_DATA_INSTANCE_SCRIPT: return true; case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_CREATURE: if (!creature.id || !objmgr.GetCreatureTemplate(creature.id)) { sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_CREATURE (%u) have not existed creature id in value1 (%u), ignore.", criteria->ID, criteria->requiredType,dataType,creature.id); return false; } return true; case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_CLASS_RACE: if (!classRace.class_id && !classRace.race_id) { sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_PLAYER_CLASS_RACE (%u) must have not 0 in one from value fields, ignore.", criteria->ID, criteria->requiredType,dataType); return false; } if (classRace.class_id && ((1 << (classRace.class_id-1)) & CLASSMASK_ALL_PLAYABLE) == 0) { sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_CREATURE (%u) have not existed class in value1 (%u), ignore.", criteria->ID, criteria->requiredType,dataType,classRace.class_id); return false; } if (classRace.race_id && ((1 << (classRace.race_id-1)) & RACEMASK_ALL_PLAYABLE) == 0) { sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_CREATURE (%u) have not existed race in value2 (%u), ignore.", criteria->ID, criteria->requiredType,dataType,classRace.race_id); return false; } return true; case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_LESS_HEALTH: if (health.percent < 1 || health.percent > 100) { sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_PLAYER_LESS_HEALTH (%u) have wrong percent value in value1 (%u), ignore.", criteria->ID, criteria->requiredType,dataType,health.percent); return false; } return true; case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_DEAD: if (player_dead.own_team_flag > 1) { sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_DEAD (%u) have wrong boolean value1 (%u).", criteria->ID, criteria->requiredType,dataType,player_dead.own_team_flag); return false; } return true; case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA: case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_AURA: { SpellEntry const* spellEntry = sSpellStore.LookupEntry(aura.spell_id); if (!spellEntry) { sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type %s (%u) have wrong spell id in value1 (%u), ignore.", criteria->ID, criteria->requiredType,(dataType == ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA?"ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA":"ACHIEVEMENT_CRITERIA_DATA_TYPE_T_AURA"),dataType,aura.spell_id); return false; } if (aura.effect_idx >= 3) { sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type %s (%u) have wrong spell effect index in value2 (%u), ignore.", criteria->ID, criteria->requiredType,(dataType == ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA?"ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA":"ACHIEVEMENT_CRITERIA_DATA_TYPE_T_AURA"),dataType,aura.effect_idx); return false; } if (!spellEntry->EffectApplyAuraName[aura.effect_idx]) { sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type %s (%u) have non-aura spell effect (ID: %u Effect: %u), ignore.", criteria->ID, criteria->requiredType,(dataType == ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA?"ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA":"ACHIEVEMENT_CRITERIA_DATA_TYPE_T_AURA"),dataType,aura.spell_id,aura.effect_idx); return false; } return true; } case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AREA: if (!GetAreaEntryByAreaID(area.id)) { sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AREA (%u) have wrong area id in value1 (%u), ignore.", criteria->ID, criteria->requiredType,dataType,area.id); return false; } return true; case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_LEVEL: if (level.minlevel < 0 || level.minlevel > STRONG_MAX_LEVEL) { sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_T_LEVEL (%u) have wrong minlevel in value1 (%u), ignore.", criteria->ID, criteria->requiredType,dataType,level.minlevel); return false; } return true; case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_GENDER: if (gender.gender > GENDER_NONE) { sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_T_GENDER (%u) have wrong gender in value1 (%u), ignore.", criteria->ID, criteria->requiredType,dataType,gender.gender); return false; } return true; case ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_DIFFICULTY: if (difficulty.difficulty >= MAX_DIFFICULTY) { sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_DIFFICULTY (%u) have wrong difficulty in value1 (%u), ignore.", criteria->ID, criteria->requiredType,dataType,difficulty.difficulty); return false; } return true; case ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_PLAYER_COUNT: if (map_players.maxcount <= 0) { sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_PLAYER_COUNT (%u) have wrong max players count in value1 (%u), ignore.", criteria->ID, criteria->requiredType,dataType,map_players.maxcount); return false; } return true; case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_TEAM: if (team.team != ALLIANCE && team.team != HORDE) { sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_T_TEAM (%u) have unknown team in value1 (%u), ignore.", criteria->ID, criteria->requiredType,dataType,team.team); return false; } return true; case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_DRUNK: if (drunk.state >= MAX_DRUNKEN) { sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_S_DRUNK (%u) have unknown drunken state in value1 (%u), ignore.", criteria->ID, criteria->requiredType,dataType,drunk.state); return false; } return true; case ACHIEVEMENT_CRITERIA_DATA_TYPE_HOLIDAY: if (!sHolidaysStore.LookupEntry(holiday.id)) { sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_HOLIDAY (%u) have unknown holiday in value1 (%u), ignore.", criteria->ID, criteria->requiredType,dataType,holiday.id); return false; } return true; case ACHIEVEMENT_CRITERIA_DATA_TYPE_BG_LOSS_TEAM_SCORE: return true; // not check correctness node indexes case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_EQUIPED_ITEM: if (equipped_item.item_quality >= MAX_ITEM_QUALITY) { sLog.outErrorDb("Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPED_ITEM (%u) have unknown quality state in value1 (%u), ignore.", criteria->ID, criteria->requiredType,dataType,equipped_item.item_quality); return false; } return true; default: sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) have data for not supported data type (%u), ignore.", criteria->ID, criteria->requiredType,dataType); return false; } return false; } bool AchievementCriteriaData::Meets(uint32 criteria_id, Player const* source, Unit const* target, uint32 miscvalue1 /*= 0*/) const { switch(dataType) { case ACHIEVEMENT_CRITERIA_DATA_TYPE_NONE: return true; case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_CREATURE: if (!target || target->GetTypeId()!=TYPEID_UNIT) return false; return target->GetEntry() == creature.id; case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_CLASS_RACE: if (!target || target->GetTypeId() != TYPEID_PLAYER) return false; if (classRace.class_id && classRace.class_id != target->ToPlayer()->getClass()) return false; if (classRace.race_id && classRace.race_id != target->ToPlayer()->getRace()) return false; return true; case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_LESS_HEALTH: if (!target || target->GetTypeId() != TYPEID_PLAYER) return false; return target->GetHealth()*100 <= health.percent*target->GetMaxHealth(); case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_DEAD: if (!target || target->GetTypeId() != TYPEID_PLAYER || target->isAlive() || target->ToPlayer()->GetDeathTimer() == 0) return false; // flag set == must be same team, not set == different team return (target->ToPlayer()->GetTeam() == source->GetTeam()) == (player_dead.own_team_flag != 0); case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA: return source->HasAuraEffect(aura.spell_id,aura.effect_idx); case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AREA: { uint32 zone_id,area_id; source->GetZoneAndAreaId(zone_id,area_id); return area.id == zone_id || area.id == area_id; } case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_AURA: return target && target->HasAuraEffect(aura.spell_id,aura.effect_idx); case ACHIEVEMENT_CRITERIA_DATA_TYPE_VALUE: return miscvalue1 >= value.minvalue; case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_LEVEL: if (!target) return false; return target->getLevel() >= level.minlevel; case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_GENDER: if (!target) return false; return target->getGender() == gender.gender; case ACHIEVEMENT_CRITERIA_DATA_TYPE_DISABLED: return false; // always fail case ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_DIFFICULTY: return source->GetMap()->GetSpawnMode() == difficulty.difficulty; case ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_PLAYER_COUNT: return source->GetMap()->GetPlayersCountExceptGMs() <= map_players.maxcount; case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_TEAM: if (!target || target->GetTypeId() != TYPEID_PLAYER) return false; return target->ToPlayer()->GetTeam() == team.team; case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_DRUNK: return Player::GetDrunkenstateByValue(source->GetDrunkValue()) >= drunk.state; case ACHIEVEMENT_CRITERIA_DATA_TYPE_HOLIDAY: return IsHolidayActive(HolidayIds(holiday.id)); case ACHIEVEMENT_CRITERIA_DATA_TYPE_BG_LOSS_TEAM_SCORE: { BattleGround* bg = source->GetBattleGround(); if (!bg) return false; return bg->IsTeamScoreInRange(source->GetTeam() == ALLIANCE ? HORDE : ALLIANCE,bg_loss_team_score.min_score,bg_loss_team_score.max_score); } case ACHIEVEMENT_CRITERIA_DATA_INSTANCE_SCRIPT: { if (!source->IsInWorld()) return false; Map* map = source->GetMap(); if (!map->Instanceable()) { sLog.outErrorDb("Achievement system call ACHIEVEMENT_CRITERIA_DATA_INSTANCE_SCRIPT (%u) for achievement criteria %u for non-instance map %u", ACHIEVEMENT_CRITERIA_DATA_INSTANCE_SCRIPT, criteria_id, map->GetId()); return false; } InstanceData* data = ((InstanceMap*)map)->GetInstanceData(); if (!data) { sLog.outErrorDb("Achievement system call ACHIEVEMENT_CRITERIA_DATA_INSTANCE_SCRIPT (%u) for achievement criteria %u for map %u but map not have instance script", ACHIEVEMENT_CRITERIA_DATA_INSTANCE_SCRIPT, criteria_id, map->GetId()); return false; } return data->CheckAchievementCriteriaMeet(criteria_id, source, target, miscvalue1); } case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_EQUIPED_ITEM: { ItemPrototype const *pProto = objmgr.GetItemPrototype(miscvalue1); if (!pProto) return false; return pProto->ItemLevel >= equipped_item.item_level && pProto->Quality >= equipped_item.item_quality; } } return false; } bool AchievementCriteriaDataSet::Meets(Player const* source, Unit const* target, uint32 miscvalue /*= 0*/) const { for (Storage::const_iterator itr = storage.begin(); itr != storage.end(); ++itr) if (!itr->Meets(criteria_id, source, target, miscvalue)) return false; return true; } AchievementMgr::AchievementMgr(Player *player) { m_player = player; } AchievementMgr::~AchievementMgr() { } void AchievementMgr::Reset() { for (CompletedAchievementMap::const_iterator iter = m_completedAchievements.begin(); iter!=m_completedAchievements.end(); ++iter) { WorldPacket data(SMSG_ACHIEVEMENT_DELETED,4); data << uint32(iter->first); m_player->SendDirectMessage(&data); } for (CriteriaProgressMap::const_iterator iter = m_criteriaProgress.begin(); iter!=m_criteriaProgress.end(); ++iter) { WorldPacket data(SMSG_CRITERIA_DELETED,4); data << uint32(iter->first); m_player->SendDirectMessage(&data); } m_completedAchievements.clear(); m_criteriaProgress.clear(); DeleteFromDB(m_player->GetGUIDLow()); // re-fill data 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; case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA: // have total statistic also not expected to be reset // reset only the criteria having the miscvalue1 condition if (achievementCriteria->win_rated_arena.flag == miscvalue1) SetCriteriaProgress(achievementCriteria, 0, PROGRESS_SET); break; default: // reset all cases break; } } } void AchievementMgr::DeleteFromDB(uint32 lowguid) { CharacterDatabase.BeginTransaction (); CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = %u",lowguid); CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = %u",lowguid); CharacterDatabase.CommitTransaction (); } void AchievementMgr::SaveToDB() { if (!m_completedAchievements.empty()) { bool need_execute = false; std::ostringstream ssdel; std::ostringstream ssins; for (CompletedAchievementMap::iterator iter = m_completedAchievements.begin(); iter!=m_completedAchievements.end(); ++iter) { if (!iter->second.changed) continue; /// first new/changed record prefix if (!need_execute) { ssdel << "DELETE FROM character_achievement WHERE guid = " << GetPlayer()->GetGUIDLow() << " AND achievement IN ("; ssins << "INSERT INTO character_achievement (guid, achievement, date) VALUES "; need_execute = true; } /// next new/changed record prefix else { ssdel << ", "; ssins << ", "; } // new/changed record data ssdel << iter->first; ssins << "("<GetGUIDLow() << ", " << iter->first << ", " << uint64(iter->second.date) << ")"; /// mark as saved in db iter->second.changed = false; } if (need_execute) ssdel << ")"; if (need_execute) { CharacterDatabase.Execute(ssdel.str().c_str()); CharacterDatabase.Execute(ssins.str().c_str()); } } if (!m_criteriaProgress.empty()) { /// prepare deleting and insert bool need_execute_del = false; bool need_execute_ins = false; std::ostringstream ssdel; std::ostringstream ssins; for (CriteriaProgressMap::iterator iter = m_criteriaProgress.begin(); iter!=m_criteriaProgress.end(); ++iter) { if (!iter->second.changed) continue; // deleted data (including 0 progress state) { /// first new/changed record prefix (for any counter value) if (!need_execute_del) { ssdel << "DELETE FROM character_achievement_progress WHERE guid = " << GetPlayer()->GetGUIDLow() << " AND criteria IN ("; need_execute_del = true; } /// next new/changed record prefix else ssdel << ", "; // new/changed record data ssdel << iter->first; } // store data only for real progress if (iter->second.counter != 0) { /// first new/changed record prefix if (!need_execute_ins) { ssins << "INSERT INTO character_achievement_progress (guid, criteria, counter, date) VALUES "; need_execute_ins = true; } /// next new/changed record prefix else ssins << ", "; // new/changed record data ssins << "(" << GetPlayer()->GetGUIDLow() << ", " << iter->first << ", " << iter->second.counter << ", " << iter->second.date << ")"; } /// mark as updated in db iter->second.changed = false; } if (need_execute_del) // DELETE ... IN (.... _)_ ssdel << ")"; if (need_execute_del || need_execute_ins) { if (need_execute_del) CharacterDatabase.Execute(ssdel.str().c_str()); if (need_execute_ins) CharacterDatabase.Execute(ssins.str().c_str()); } } } void AchievementMgr::LoadFromDB(QueryResult_AutoPtr achievementResult, QueryResult_AutoPtr criteriaResult) { if (achievementResult) { do { Field *fields = achievementResult->Fetch(); uint32 achievement_id = fields[0].GetUInt32(); // don't must happen: cleanup at server startup in achievementmgr.LoadCompletedAchievements() if (!sAchievementStore.LookupEntry(achievement_id)) continue; CompletedAchievementData& ca = m_completedAchievements[achievement_id]; ca.date = time_t(fields[1].GetUInt64()); ca.changed = false; } while (achievementResult->NextRow()); } if (criteriaResult) { do { Field *fields = criteriaResult->Fetch(); uint32 id = fields[0].GetUInt32(); uint32 counter = fields[1].GetUInt32(); time_t date = time_t(fields[2].GetUInt64()); AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(id); if (!criteria) { // we will remove not existed criteria for all characters sLog.outError("Not existed achievement criteria %u data removed from table `character_achievement_progress`.",id); CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE criteria = %u",id); continue; } if (criteria->timeLimit && time_t(date + criteria->timeLimit) < time(NULL)) continue; CriteriaProgress& progress = m_criteriaProgress[id]; progress.counter = counter; progress.date = date; progress.changed = false; } while (criteriaResult->NextRow()); } } void AchievementMgr::SendAchievementEarned(AchievementEntry const* achievement) { if (GetPlayer()->GetSession()->PlayerLoading()) return; #ifdef TRINITY_DEBUG if ((sLog.getLogFilter() & LOG_FILTER_ACHIEVEMENT_UPDATES) == 0) sLog.outDebug("AchievementMgr::SendAchievementEarned(%u)", achievement->ID); #endif if (Guild* guild = objmgr.GetGuildById(GetPlayer()->GetGuildId())) { Trinity::AchievementChatBuilder say_builder(*GetPlayer(), CHAT_MSG_GUILD_ACHIEVEMENT, LANG_ACHIEVEMENT_EARNED,achievement->ID); Trinity::LocalizedPacketDo say_do(say_builder); guild->BroadcastWorker(say_do,GetPlayer()); } if (achievement->flags & (ACHIEVEMENT_FLAG_REALM_FIRST_KILL|ACHIEVEMENT_FLAG_REALM_FIRST_REACH)) { // broadcast realm first reached WorldPacket data(SMSG_SERVER_FIRST_ACHIEVEMENT, strlen(GetPlayer()->GetName())+1+8+4+4); data << GetPlayer()->GetName(); data << uint64(GetPlayer()->GetGUID()); data << uint32(achievement->ID); data << uint32(0); // 1=link supplied string as player name, 0=display plain string sWorld.SendGlobalMessage(&data); } // if player is in world he can tell his friends about new achievement else if (GetPlayer()->IsInWorld()) { CellPair p = Trinity::ComputeCellPair(GetPlayer()->GetPositionX(), GetPlayer()->GetPositionY()); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); Trinity::AchievementChatBuilder say_builder(*GetPlayer(), CHAT_MSG_ACHIEVEMENT, LANG_ACHIEVEMENT_EARNED,achievement->ID); Trinity::LocalizedPacketDo say_do(say_builder); Trinity::PlayerDistWorker > say_worker(GetPlayer(),sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),say_do); TypeContainerVisitor >, WorldTypeMapContainer > message(say_worker); cell.Visit(p, message, *GetPlayer()->GetMap(), *GetPlayer(), sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY)); } WorldPacket data(SMSG_ACHIEVEMENT_EARNED, 8+4+8); data.append(GetPlayer()->GetPackGUID()); data << uint32(achievement->ID); data << uint32(secsToTimeBitFields(time(NULL))); data << uint32(0); GetPlayer()->SendMessageToSetInRange(&data, sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY), true); } void AchievementMgr::SendCriteriaUpdate(uint32 id, CriteriaProgress const* progress) { WorldPacket data(SMSG_CRITERIA_UPDATE, 8+4+8); data << uint32(id); // the counter is packed like a packed Guid data.appendPackGUID(progress->counter); data.append(GetPlayer()->GetPackGUID()); data << uint32(0); data << uint32(secsToTimeBitFields(progress->date)); data << uint32(0); // timer 1 data << uint32(0); // timer 2 GetPlayer()->SendDirectMessage(&data); } /** * called at player login. The player might have fulfilled some achievements when the achievement system wasn't working yet */ void AchievementMgr::CheckAllAchievementCriteria() { // suppress sending packets for (uint32 i=0; iGetSession()->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); if (achievementCriteria->groupFlag & ACHIEVEMENT_CRITERIA_GROUP_NOT_IN_GROUP && GetPlayer()->GetGroup()) continue; AchievementEntry const *achievement = sAchievementStore.LookupEntry(achievementCriteria->referredAchievement); if (!achievement) continue; if ((achievement->factionFlag == ACHIEVEMENT_FACTION_HORDE && GetPlayer()->GetTeam() != HORDE) || (achievement->factionFlag == ACHIEVEMENT_FACTION_ALLIANCE && GetPlayer()->GetTeam() != ALLIANCE)) continue; // don't update already completed criteria if (IsCompletedCriteria(achievementCriteria,achievement)) continue; switch (type) { // std. case: increment at 1 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_ROLL_NEED: case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED: case ACHIEVEMENT_CRITERIA_TYPE_QUEST_ABANDONED: case ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN: case ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS: // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE); break; // std case: increment at miscvalue1 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_TOTAL_DAMAGE_RECEIVED: case ACHIEVEMENT_CRITERIA_TYPE_TOTAL_HEALING_RECEIVED: // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_ACCUMULATE); break; // std case: high value at miscvalue1 case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD: /* FIXME: for online player only currently */ case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HIT_DEALT: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HIT_RECEIVED: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEAL_CASTED: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEALING_RECEIVED: // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_HIGHEST); break; // specialized cases case ACHIEVEMENT_CRITERIA_TYPE_WIN_BG: { // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; if (achievementCriteria->win_bg.bgMapID != GetPlayer()->GetMapId()) continue; if (achievementCriteria->win_bg.additionalRequirement1_type) { // those requirements couldn't be found in the dbc AchievementCriteriaDataSet const* data = achievementmgr.GetCriteriaDataSet(achievementCriteria); if (!data || !data->Meets(GetPlayer(),unit)) continue; } // some hardcoded requirements else { BattleGround* bg = GetPlayer()->GetBattleGround(); if (!bg) continue; switch(achievementCriteria->referredAchievement) { case 161: // AB, Overcome a 500 resource disadvantage { if (bg->GetTypeID() != BATTLEGROUND_AB) continue; if (!((BattleGroundAB*)bg)->IsTeamScores500Disadvantage(GetPlayer()->GetTeam())) continue; break; } case 156: // AB, win while controlling all 5 flags (all nodes) case 784: // EY, win while holding 4 bases (all nodes) { if (!bg->IsAllNodesConrolledByTeam(GetPlayer()->GetTeam())) continue; break; } case 1762: // SA, win without losing any siege vehicles case 2192: // SA, win without losing any siege vehicles continue; // not implemented } } SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_ACCUMULATE); break; } case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE: { // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; if (achievementCriteria->kill_creature.creatureID != miscvalue1) continue; // those requirements couldn't be found in the dbc AchievementCriteriaDataSet const* data = achievementmgr.GetCriteriaDataSet(achievementCriteria); if (!data || !data->Meets(GetPlayer(),unit)) continue; SetCriteriaProgress(achievementCriteria, miscvalue2, PROGRESS_ACCUMULATE); break; } case ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL: SetCriteriaProgress(achievementCriteria, GetPlayer()->getLevel()); break; case ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL: // update at loading or specific skill update if (miscvalue1 && miscvalue1 != achievementCriteria->reach_skill_level.skillID) continue; if (uint32 skillvalue = GetPlayer()->GetBaseSkillValue(achievementCriteria->reach_skill_level.skillID)) SetCriteriaProgress(achievementCriteria, skillvalue); break; case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL: // update at loading or specific skill update if (miscvalue1 && miscvalue1 != achievementCriteria->learn_skill_level.skillID) continue; if (uint32 maxSkillvalue = GetPlayer()->GetPureMaxSkillValue(achievementCriteria->learn_skill_level.skillID)) SetCriteriaProgress(achievementCriteria, maxSkillvalue); break; case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT: if (m_completedAchievements.find(achievementCriteria->complete_achievement.linkedAchievement) != m_completedAchievements.end()) SetCriteriaProgress(achievementCriteria, 1); break; case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT: { uint32 counter =0; for (QuestStatusMap::const_iterator itr = GetPlayer()->getQuestStatusMap().begin(); itr!=GetPlayer()->getQuestStatusMap().end(); itr++) if (itr->second.m_rewarded) counter++; SetCriteriaProgress(achievementCriteria, counter); break; } case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE: { // speedup for non-login case if (miscvalue1 && miscvalue1 != achievementCriteria->complete_quests_in_zone.zoneID) continue; uint32 counter =0; for (QuestStatusMap::const_iterator itr = GetPlayer()->getQuestStatusMap().begin(); itr!=GetPlayer()->getQuestStatusMap().end(); itr++) { Quest const* quest = objmgr.GetQuestTemplate(itr->first); if (itr->second.m_rewarded && quest && quest->GetZoneOrSort() >= 0 && uint32(quest->GetZoneOrSort()) == achievementCriteria->complete_quests_in_zone.zoneID) counter++; } SetCriteriaProgress(achievementCriteria, counter); break; } case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_BATTLEGROUND: // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; if (GetPlayer()->GetMapId() != achievementCriteria->complete_battleground.mapID) continue; SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_ACCUMULATE); break; case ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP: // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; if (GetPlayer()->GetMapId() != achievementCriteria->death_at_map.mapID) continue; SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE); break; case ACHIEVEMENT_CRITERIA_TYPE_DEATH: { // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; // skip wrong arena achievements, if not achievIdByArenaSlot then normal total death counter bool notfit = false; for (int j = 0; j < MAX_ARENA_SLOT; ++j) { if (achievIdByArenaSlot[j] == achievement->ID) { BattleGround* bg = GetPlayer()->GetBattleGround(); if (!bg || !bg->isArena() || ArenaTeam::GetSlotByType(bg->GetArenaType()) != j) notfit = true; break; } } if (notfit) continue; SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE); break; } case ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON: { // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; Map const* map = GetPlayer()->IsInWorld() ? GetPlayer()->GetMap() : MapManager::Instance().FindMap(GetPlayer()->GetMapId(), GetPlayer()->GetInstanceId()); if (!map || !map->IsDungeon()) continue; // search case bool found = false; for (int j = 0; achievIdForDangeon[j][0]; ++j) { if (achievIdForDangeon[j][0] == achievement->ID) { if (map->IsRaid()) { // if raid accepted (ignore difficulty) if (!achievIdForDangeon[j][2]) break; // for } else if (GetPlayer()->GetDungeonDifficulty() == DUNGEON_DIFFICULTY_NORMAL) { // dungeon in normal mode accepted if (!achievIdForDangeon[j][1]) break; // for } else { // dungeon in heroic mode accepted if (!achievIdForDangeon[j][3]) break; // for } found = true; break; // for } } if (!found) continue; //FIXME: work only for instances where max == min for players if (((InstanceMap*)map)->GetMaxPlayers() != achievementCriteria->death_in_dungeon.manLimit) continue; SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE); break; } case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_CREATURE: // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; if (miscvalue1 != achievementCriteria->killed_by_creature.creatureEntry) continue; SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE); break; case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_PLAYER: // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; // if team check required: must kill by opposition faction if (achievement->ID == 318 && miscvalue2 == GetPlayer()->GetTeam()) continue; SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE); break; case ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING: { // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; // those requirements couldn't be found in the dbc AchievementCriteriaDataSet const* data = achievementmgr.GetCriteriaDataSet(achievementCriteria); if (!data || !data->Meets(GetPlayer(),unit)) continue; // miscvalue1 is the ingame fallheight*100 as stored in dbc SetCriteriaProgress(achievementCriteria, miscvalue1); break; } case ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM: // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; if (miscvalue2 != achievementCriteria->death_from.type) continue; SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE); break; case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST: { // if miscvalues != 0, it contains the questID. if (miscvalue1) { if (miscvalue1 != achievementCriteria->complete_quest.questID) continue; } else { // login case. if (!GetPlayer()->GetQuestRewardStatus(achievementCriteria->complete_quest.questID)) continue; } // exist many achievements with this criteria, use at this moment hardcoded check to skil simple case switch(achievement->ID) { case 31: case 1275: case 1276: case 1277: case 1282: case 1789: { // those requirements couldn't be found in the dbc AchievementCriteriaDataSet const* data = achievementmgr.GetCriteriaDataSet(achievementCriteria); if (!data || !data->Meets(GetPlayer(),unit)) continue; break; } default: break; } SetCriteriaProgress(achievementCriteria, 1); break; } case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET: case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2: { if (!miscvalue1 || miscvalue1 != achievementCriteria->be_spell_target.spellID) continue; // those requirements couldn't be found in the dbc AchievementCriteriaDataSet const* data = achievementmgr.GetCriteriaDataSet(achievementCriteria); if (!data) continue; if (!data->Meets(GetPlayer(),unit)) continue; SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE); break; } case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL: case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2: { if (!miscvalue1 || miscvalue1 != achievementCriteria->cast_spell.spellID) continue; // those requirements couldn't be found in the dbc AchievementCriteriaDataSet const* data = achievementmgr.GetCriteriaDataSet(achievementCriteria); if (!data) continue; if (!data->Meets(GetPlayer(),unit)) continue; SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE); break; } case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL: if (miscvalue1 && miscvalue1!=achievementCriteria->learn_spell.spellID) continue; if (GetPlayer()->HasSpell(achievementCriteria->learn_spell.spellID)) SetCriteriaProgress(achievementCriteria, 1); break; case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE: { // miscvalue1=loot_type (note: 0 = LOOT_CORSPE and then it ignored) // miscvalue2=count of item loot if (!miscvalue1 || !miscvalue2) continue; if (miscvalue1 != achievementCriteria->loot_type.lootType) continue; // zone specific if (achievementCriteria->loot_type.lootTypeCount == 1) { // those requirements couldn't be found in the dbc AchievementCriteriaDataSet const* data = achievementmgr.GetCriteriaDataSet(achievementCriteria); if (!data || !data->Meets(GetPlayer(),unit)) continue; } SetCriteriaProgress(achievementCriteria, miscvalue2, PROGRESS_ACCUMULATE); break; } case ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM: // speedup for non-login case if (miscvalue1 && achievementCriteria->own_item.itemID != miscvalue1) continue; SetCriteriaProgress(achievementCriteria, GetPlayer()->GetItemCount(achievementCriteria->own_item.itemID, true)); break; case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA: // miscvalue1 contains the personal rating if (!miscvalue1) // no update at login continue; // additional requirements if (achievementCriteria->win_rated_arena.flag == ACHIEVEMENT_CRITERIA_CONDITION_NO_LOOSE) { // those requirements couldn't be found in the dbc AchievementCriteriaDataSet const* data = achievementmgr.GetCriteriaDataSet(achievementCriteria); if (!data || !data->Meets(GetPlayer(),unit,miscvalue1)) { // reset the progress as we have a win without the requirement. SetCriteriaProgress(achievementCriteria, 0); continue; } } SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE); break; case ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM: // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; if (achievementCriteria->use_item.itemID != miscvalue1) continue; SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE); break; case ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM: // You _have_ to loot that item, just owning it when logging in does _not_ count! if (!miscvalue1) continue; if (miscvalue1 != achievementCriteria->own_item.itemID) continue; SetCriteriaProgress(achievementCriteria, miscvalue2, PROGRESS_ACCUMULATE); break; case ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA: { WorldMapOverlayEntry const* worldOverlayEntry = sWorldMapOverlayStore.LookupEntry(achievementCriteria->explore_area.areaReference); if (!worldOverlayEntry) break; bool matchFound = false; for (int j = 0; j < MAX_WORLD_MAP_OVERLAY_AREA_IDX; ++j) { uint32 area_id = worldOverlayEntry->areatableID[j]; if (!area_id) // array have 0 only in empty tail break; int32 exploreFlag = GetAreaFlagByAreaID(area_id); if (exploreFlag < 0) continue; uint32 playerIndexOffset = uint32(exploreFlag) / 32; uint32 mask = 1<< (uint32(exploreFlag) % 32); if (GetPlayer()->GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + playerIndexOffset) & mask) { matchFound = true; break; } } if (matchFound) SetCriteriaProgress(achievementCriteria, 1); break; } case ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT: SetCriteriaProgress(achievementCriteria, GetPlayer()->GetBankBagSlotCount()); break; case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION: { // skip faction check only at loading if (miscvalue1 && miscvalue1 != achievementCriteria->gain_reputation.factionID) continue; int32 reputation = GetPlayer()->GetReputationMgr().GetReputation(achievementCriteria->gain_reputation.factionID); if (reputation > 0) SetCriteriaProgress(achievementCriteria, reputation); break; } case ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION: { SetCriteriaProgress(achievementCriteria, GetPlayer()->GetReputationMgr().GetExaltedFactionCount()); break; } case ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP: { // skip for login case if (!miscvalue1) continue; SetCriteriaProgress(achievementCriteria, 1); break; } case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM: { // miscvalue1 = itemid // miscvalue2 = itemSlot if (!miscvalue1) continue; if (miscvalue2 != achievementCriteria->equip_epic_item.itemSlot) continue; // check item level and quality via achievement_criteria_data AchievementCriteriaDataSet const* data = achievementmgr.GetCriteriaDataSet(achievementCriteria); if (!data || !data->Meets(GetPlayer(), 0, miscvalue1)) continue; SetCriteriaProgress(achievementCriteria, 1); break; } case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT: case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT: { // miscvalue1 = itemid // miscvalue2 = diced value if (!miscvalue1) continue; if (miscvalue2 != achievementCriteria->roll_greed_on_loot.rollValue) continue; ItemPrototype const *pProto = objmgr.GetItemPrototype(miscvalue1); if (!pProto) continue; // check item level via achievement_criteria_data AchievementCriteriaDataSet const* data = achievementmgr.GetCriteriaDataSet(achievementCriteria); if (!data || !data->Meets(GetPlayer(), 0, pProto->ItemLevel)) continue; SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE); break; } case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE: { // miscvalue1 = emote if (!miscvalue1) continue; if (miscvalue1 != achievementCriteria->do_emote.emoteID) continue; if (achievementCriteria->do_emote.count) { // those requirements couldn't be found in the dbc AchievementCriteriaDataSet const* data = achievementmgr.GetCriteriaDataSet(achievementCriteria); if (!data || !data->Meets(GetPlayer(),unit)) continue; } 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) continue; if (miscvalue1 != achievementCriteria->equip_item.itemID) continue; SetCriteriaProgress(achievementCriteria, 1); break; case ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT: // miscvalue1 = go entry if (!miscvalue1) continue; if (miscvalue1 != achievementCriteria->use_gameobject.goEntry) continue; SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE); break; case ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT: if (!miscvalue1) continue; if (miscvalue1 != achievementCriteria->fish_in_gameobject.goEntry) continue; SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE); break; case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS: { if (miscvalue1 && miscvalue1 != achievementCriteria->learn_skillline_spell.skillLine) continue; uint32 spellCount = 0; for (PlayerSpellMap::const_iterator spellIter = GetPlayer()->GetSpellMap().begin(); spellIter != GetPlayer()->GetSpellMap().end(); ++spellIter) { SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spellIter->first); for (SkillLineAbilityMap::const_iterator skillIter = bounds.first; skillIter != bounds.second; ++skillIter) { if (skillIter->second->skillId == achievementCriteria->learn_skillline_spell.skillLine) spellCount++; } } SetCriteriaProgress(achievementCriteria, spellCount); break; } case ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL: // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; if (achievementCriteria->win_duel.duelCount) { // those requirements couldn't be found in the dbc AchievementCriteriaDataSet const* data = achievementmgr.GetCriteriaDataSet(achievementCriteria); if (!data) continue; if (!data->Meets(GetPlayer(),unit)) continue; } SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE); break; case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION: SetCriteriaProgress(achievementCriteria, GetPlayer()->GetReputationMgr().GetReveredFactionCount()); break; case ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION: SetCriteriaProgress(achievementCriteria, GetPlayer()->GetReputationMgr().GetHonoredFactionCount()); break; case ACHIEVEMENT_CRITERIA_TYPE_KNOWN_FACTIONS: SetCriteriaProgress(achievementCriteria, GetPlayer()->GetReputationMgr().GetVisibleFactionCount()); break; case ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM: case ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM: { // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; ItemPrototype const* proto = ObjectMgr::GetItemPrototype(miscvalue1); if (!proto || proto->Quality < ITEM_QUALITY_EPIC) continue; SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE); break; } case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE: { if (miscvalue1 && miscvalue1 != achievementCriteria->learn_skill_line.skillLine) continue; uint32 spellCount = 0; for (PlayerSpellMap::const_iterator spellIter = GetPlayer()->GetSpellMap().begin(); spellIter != GetPlayer()->GetSpellMap().end(); ++spellIter) { SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spellIter->first); for (SkillLineAbilityMap::const_iterator skillIter = bounds.first; skillIter != bounds.second; ++skillIter) if (skillIter->second->skillId == achievementCriteria->learn_skill_line.skillLine) spellCount++; } SetCriteriaProgress(achievementCriteria, spellCount); break; } case ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL: SetCriteriaProgress(achievementCriteria, GetPlayer()->GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS)); break; case ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS: if (!miscvalue1 || miscvalue1 != achievementCriteria->hk_class.classID) continue; SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE); break; case ACHIEVEMENT_CRITERIA_TYPE_HK_RACE: if (!miscvalue1 || miscvalue1 != achievementCriteria->hk_race.raceID) continue; SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE); break; case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED: SetCriteriaProgress(achievementCriteria, GetPlayer()->GetMoney(), PROGRESS_HIGHEST); break; // std case: not exist in DBC, not triggered in code as result case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEALTH: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_SPELLPOWER: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_ARMOR: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_POWER: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_STAT: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_RATING: break; // FIXME: not triggered in code as result, need to implement case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST_DAILY: case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_RAID: case ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE: case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL_AT_AREA: case ACHIEVEMENT_CRITERIA_TYPE_WIN_ARENA: case ACHIEVEMENT_CRITERIA_TYPE_PLAY_ARENA: case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_TEAM_RATING: 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: break; // Not implemented yet :( } if (IsCompletedCriteria(achievementCriteria,achievement)) CompletedCriteriaFor(achievement); // check again the completeness for SUMM and REQ COUNT achievements, // as they don't depend on the completed criteria but on the sum of the progress of each individual criteria if (achievement->flags & ACHIEVEMENT_FLAG_SUMM) { if (IsCompletedAchievement(achievement)) CompletedAchievement(achievement); } if (AchievementEntryList const* achRefList = achievementmgr.GetAchievementByReferencedId(achievement->ID)) { for (AchievementEntryList::const_iterator itr = achRefList->begin(); itr != achRefList->end(); ++itr) if (IsCompletedAchievement(*itr)) CompletedAchievement(*itr); } } } static const uint32 achievIdByClass[MAX_CLASSES] = { 0, 459, 465 , 462, 458, 464, 461, 467, 460, 463, 0, 466 }; static const uint32 achievIdByRace[MAX_RACES] = { 0, 1408, 1410, 1407, 1409, 1413, 1411, 1404, 1412, 0, 1405, 1406 }; bool AchievementMgr::IsCompletedCriteria(AchievementCriteriaEntry const* achievementCriteria, AchievementEntry const* achievement) { // counter can never complete if (achievement->flags & ACHIEVEMENT_FLAG_COUNTER) return false; if (achievement->flags & (ACHIEVEMENT_FLAG_REALM_FIRST_REACH | ACHIEVEMENT_FLAG_REALM_FIRST_KILL)) { // someone on this realm has already completed that achievement if (achievementmgr.IsRealmCompleted(achievement)) return false; } CriteriaProgressMap::const_iterator itr = m_criteriaProgress.find(achievementCriteria->ID); if (itr == m_criteriaProgress.end()) return false; CriteriaProgress const* progress = &itr->second; switch(achievementCriteria->requiredType) { case ACHIEVEMENT_CRITERIA_TYPE_WIN_BG: return progress->counter >= achievementCriteria->win_bg.winCount; case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE: return progress->counter >= achievementCriteria->kill_creature.creatureCount; case ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL: { // skip wrong class achievements for (int i = 1; i < MAX_CLASSES; ++i) if (achievIdByClass[i] == achievement->ID && i != GetPlayer()->getClass()) return false; // skip wrong race achievements for (int i = 1; i < MAX_RACES; ++i) if (achievIdByRace[i] == achievement->ID && i != GetPlayer()->getRace()) return false; // appropriate class/race or not class/race specific return progress->counter >= achievementCriteria->reach_level.level; } case ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL: return progress->counter >= achievementCriteria->reach_skill_level.skillLevel; case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT: return progress->counter >= 1; case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT: return progress->counter >= achievementCriteria->complete_quest_count.totalQuestCount; case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE: return progress->counter >= achievementCriteria->complete_quests_in_zone.questCount; case ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE: case ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE: return progress->counter >= achievementCriteria->healing_done.count; case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST: return progress->counter >= achievementCriteria->complete_daily_quest.questCount; case ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING: return progress->counter >= achievementCriteria->fall_without_dying.fallHeight; case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST: return progress->counter >= 1; case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET: case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2: return progress->counter >= achievementCriteria->be_spell_target.spellCount; case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL: case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2: return progress->counter >= achievementCriteria->cast_spell.castCount; case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL: return progress->counter >= 1; case ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM: return progress->counter >= achievementCriteria->own_item.itemCount; case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA: return progress->counter >= achievementCriteria->win_rated_arena.count; case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL: return progress->counter >= (achievementCriteria->learn_skill_level.skillLevel * 75); case ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM: return progress->counter >= achievementCriteria->use_item.itemCount; case ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM: return progress->counter >= achievementCriteria->loot_item.itemCount; case ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA: return progress->counter >= 1; case ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT: return progress->counter >= achievementCriteria->buy_bank_slot.numberOfSlots; case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION: return progress->counter >= achievementCriteria->gain_reputation.reputationAmount; case ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION: return progress->counter >= achievementCriteria->gain_exalted_reputation.numberOfExaltedFactions; case ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP: return progress->counter >= achievementCriteria->visit_barber.numberOfVisits; case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM: return progress->counter >= achievementCriteria->equip_epic_item.count; case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT: case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT: return progress->counter >= achievementCriteria->roll_greed_on_loot.count; case ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS: return progress->counter >= achievementCriteria->hk_class.count; case ACHIEVEMENT_CRITERIA_TYPE_HK_RACE: return progress->counter >= achievementCriteria->hk_race.count; case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE: return progress->counter >= achievementCriteria->do_emote.count; case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM: return progress->counter >= achievementCriteria->equip_item.count; case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD: return progress->counter >= achievementCriteria->quest_reward_money.goldInCopper; case ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY: return progress->counter >= achievementCriteria->loot_money.goldInCopper; case ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT: return progress->counter >= achievementCriteria->use_gameobject.useCount; case ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT: return progress->counter >= achievementCriteria->fish_in_gameobject.lootCount; case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS: return progress->counter >= achievementCriteria->learn_skillline_spell.spellCount; case ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL: return progress->counter >= achievementCriteria->win_duel.duelCount; case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE: return progress->counter >= achievementCriteria->loot_type.lootTypeCount; case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE: return progress->counter >= achievementCriteria->learn_skill_line.spellCount; case ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL: return progress->counter >= achievementCriteria->honorable_kill.killCount; // handle all statistic-only criteria here case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_BATTLEGROUND: case ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP: case ACHIEVEMENT_CRITERIA_TYPE_DEATH: case ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON: case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_CREATURE: case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_PLAYER: case ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM: 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_HIGHEST_AUCTION_BID: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED: case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION: case ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION: case ACHIEVEMENT_CRITERIA_TYPE_KNOWN_FACTIONS: case ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM: case ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM: case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED: case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEALTH: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_SPELLPOWER: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_ARMOR: case ACHIEVEMENT_CRITERIA_TYPE_QUEST_ABANDONED: case ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN: case ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS: return false; } return false; } void AchievementMgr::CompletedCriteriaFor(AchievementEntry const* achievement) { // counter can never complete if (achievement->flags & ACHIEVEMENT_FLAG_COUNTER) return; // already completed and stored if (HasAchieved(achievement)) return; if (IsCompletedAchievement(achievement)) CompletedAchievement(achievement); } bool AchievementMgr::IsCompletedAchievement(AchievementEntry const* entry) { // counter can never complete if (entry->flags & ACHIEVEMENT_FLAG_COUNTER) return false; // for achievement with referenced achievement criterias get from referenced and counter from self uint32 achievmentForTestId = entry->refAchievement ? entry->refAchievement : entry->ID; uint32 achievmentForTestCount = entry->count; AchievementCriteriaEntryList const* cList = achievementmgr.GetAchievementCriteriaByAchievement(achievmentForTestId); if (!cList) return false; uint32 count = 0; // For SUMM achievements, we have to count the progress of each criteria of the achievement. // Oddly, the target count is NOT countained in the achievement, but in each individual criteria if (entry->flags & ACHIEVEMENT_FLAG_SUMM) { for (AchievementCriteriaEntryList::const_iterator itr = cList->begin(); itr != cList->end(); ++itr) { AchievementCriteriaEntry const* criteria = *itr; CriteriaProgressMap::const_iterator itrProgress = m_criteriaProgress.find(criteria->ID); if (itrProgress == m_criteriaProgress.end()) continue; CriteriaProgress const* progress = &itrProgress->second; count += progress->counter; // for counters, field4 contains the main count requirement if (count >= criteria->raw.count) return true; } return false; } // Default case - need complete all or bool completed_all = true; for (AchievementCriteriaEntryList::const_iterator itr = cList->begin(); itr != cList->end(); ++itr) { AchievementCriteriaEntry const* criteria = *itr; bool completed = IsCompletedCriteria(criteria,entry); // found an uncompleted criteria, but DONT return false yet - there might be a completed criteria with ACHIEVEMENT_CRITERIA_COMPLETE_FLAG_ALL if (completed) ++count; else completed_all = false; // completed as have req. count of completed criterias if (achievmentForTestCount > 0 && achievmentForTestCount <= count) return true; } // all criterias completed requirement if (completed_all && achievmentForTestCount == 0) return true; return false; } void AchievementMgr::SetCriteriaProgress(AchievementCriteriaEntry const* entry, uint32 changeValue, ProgressType ptype) { if ((sLog.getLogFilter() & LOG_FILTER_ACHIEVEMENT_UPDATES) == 0) sLog.outDetail("AchievementMgr::SetCriteriaProgress(%u, %u) for (GUID:%u)", entry->ID, changeValue, m_player->GetGUIDLow()); CriteriaProgress *progress = NULL; CriteriaProgressMap::iterator iter = m_criteriaProgress.find(entry->ID); if (iter == m_criteriaProgress.end()) { // not create record for 0 counter if (changeValue == 0) return; progress = &m_criteriaProgress[entry->ID]; progress->counter = changeValue; progress->date = time(NULL); } else { progress = &iter->second; uint32 newValue = 0; switch(ptype) { case PROGRESS_SET: newValue = changeValue; break; case PROGRESS_ACCUMULATE: { // avoid overflow uint32 max_value = std::numeric_limits::max(); newValue = max_value - progress->counter > changeValue ? progress->counter + changeValue : max_value; break; } case PROGRESS_HIGHEST: newValue = progress->counter < changeValue ? changeValue : progress->counter; break; } // not update (not mark as changed) if counter will have same value if (progress->counter == newValue) return; progress->counter = newValue; } progress->changed = true; if (entry->timeLimit) { time_t now = time(NULL); if (time_t(progress->date + entry->timeLimit) < now) progress->counter = 1; // also it seems illogical, the timeframe will be extended at every criteria update progress->date = now; } SendCriteriaUpdate(entry->ID,progress); } void AchievementMgr::CompletedAchievement(AchievementEntry const* achievement) { sLog.outDetail("AchievementMgr::CompletedAchievement(%u)", achievement->ID); if (!sWorld.getConfig(CONFIG_GM_ALLOW_ACHIEVEMENT_GAINS) && m_player->GetSession()->GetSecurity() > SEC_PLAYER) return; if (achievement->flags & ACHIEVEMENT_FLAG_COUNTER || HasAchieved(achievement)) return; SendAchievementEarned(achievement); CompletedAchievementData& ca = m_completedAchievements[achievement->ID]; ca.date = time(NULL); ca.changed = true; // don't insert for ACHIEVEMENT_FLAG_REALM_FIRST_KILL since otherwise only the first group member would reach that achievement // TODO: where do set this instead? if (!(achievement->flags & ACHIEVEMENT_FLAG_REALM_FIRST_KILL)) achievementmgr.SetRealmCompleted(achievement); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT); // reward items and titles if any AchievementReward const* reward = achievementmgr.GetAchievementReward(achievement); // no rewards if (!reward) return; // titles if (uint32 titleId = reward->titleId[GetPlayer()->GetTeam() == HORDE ? 0 : 1]) { if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(titleId)) GetPlayer()->SetTitle(titleEntry); } // mail if (reward->sender) { Item* item = reward->itemId ? Item::CreateItem(reward->itemId,1,GetPlayer ()) : NULL; int loc_idx = GetPlayer()->GetSession()->GetSessionDbLocaleIndex(); // subject and text std::string subject = reward->subject; std::string text = reward->text; if (loc_idx >= 0) { if (AchievementRewardLocale const* loc = achievementmgr.GetAchievementRewardLocale(achievement)) { if (loc->subject.size() > size_t(loc_idx) && !loc->subject[loc_idx].empty()) subject = loc->subject[loc_idx]; if (loc->text.size() > size_t(loc_idx) && !loc->text[loc_idx].empty()) text = loc->text[loc_idx]; } } uint32 itemTextId = objmgr.CreateItemText(text); MailDraft draft(subject, itemTextId); if (item) { // save new item before send item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted // item draft.AddItem(item); } draft.SendMailTo(GetPlayer(), MailSender(MAIL_CREATURE, reward->sender)); } } void AchievementMgr::SendAllAchievementData() { uint32 size = 18 + m_completedAchievements.size()*8 + m_criteriaProgress.size() * 36; bool send = false; WorldPacket data(SMSG_ALL_ACHIEVEMENT_DATA); if (size < 0x8000) data.resize(size); else data.resize(0x7fff); // More than this causes client trouble CompletedAchievementMap::const_iterator iter = m_completedAchievements.begin(); CriteriaProgressMap::const_iterator iter2 = m_criteriaProgress.begin(); bool cAchievements = false; bool cProgress = false; while (!cAchievements || !cProgress) { data.clear(); send = false; if (!cAchievements) { for (; iter != m_completedAchievements.end() && !send; ++iter) { data << uint32(iter->first); data << uint32(secsToTimeBitFields(iter->second.date)); send = data.size() > 0x7f00; } if (iter == m_completedAchievements.end()) cAchievements = true; } data << int32(-1); for (; iter2 != m_criteriaProgress.end() && !send; ++iter2) { data << uint32(iter2->first); data.appendPackGUID(iter2->second.counter); data.append(GetPlayer()->GetPackGUID()); data << uint32(0); data << uint32(secsToTimeBitFields(iter2->second.date)); data << uint32(0); data << uint32(0); send = data.size() > 0x7f00; } if (iter2 == m_criteriaProgress.end()) cProgress = true; data << int32(-1); GetPlayer()->GetSession()->SendPacket(&data); } } void AchievementMgr::SendRespondInspectAchievements(Player* player) { // since we don't know the exact size of the packed GUIDs this is just an approximation WorldPacket data(SMSG_RESPOND_INSPECT_ACHIEVEMENTS, 4+4*2+m_completedAchievements.size()*4*2+m_completedAchievements.size()*7*4); data.append(GetPlayer()->GetPackGUID()); BuildAllDataPacket(&data); player->GetSession()->SendPacket(&data); } /** * used by SMSG_RESPOND_INSPECT_ACHIEVEMENT */ void AchievementMgr::BuildAllDataPacket(WorldPacket *data) { for (CompletedAchievementMap::const_iterator iter = m_completedAchievements.begin(); iter!=m_completedAchievements.end(); ++iter) { *data << uint32(iter->first); *data << uint32(secsToTimeBitFields(iter->second.date)); } *data << int32(-1); for (CriteriaProgressMap::const_iterator iter = m_criteriaProgress.begin(); iter!=m_criteriaProgress.end(); ++iter) { *data << uint32(iter->first); data->appendPackGUID(iter->second.counter); data->append(GetPlayer()->GetPackGUID()); *data << uint32(0); *data << uint32(secsToTimeBitFields(iter->second.date)); *data << uint32(0); *data << uint32(0); } *data << int32(-1); } bool AchievementMgr::HasAchieved(AchievementEntry const* achievement) const { return m_completedAchievements.find(achievement->ID) != m_completedAchievements.end(); } //========================================================== AchievementCriteriaEntryList const& AchievementGlobalMgr::GetAchievementCriteriaByType(AchievementCriteriaTypes type) { return m_AchievementCriteriasByType[type]; } void AchievementGlobalMgr::LoadAchievementCriteriaList() { if (sAchievementCriteriaStore.GetNumRows() == 0) { barGoLink bar(1); bar.step(); sLog.outString(); sLog.outErrorDb(">> Loaded 0 achievement criteria."); return; } barGoLink bar(sAchievementCriteriaStore.GetNumRows()); for (uint32 entryId = 0; entryId < sAchievementCriteriaStore.GetNumRows(); ++entryId) { bar.step(); AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(entryId); if (!criteria) continue; m_AchievementCriteriasByType[criteria->requiredType].push_back(criteria); m_AchievementCriteriaListByAchievement[criteria->referredAchievement].push_back(criteria); } sLog.outString(); sLog.outString(">> Loaded %lu achievement criteria.",(unsigned long)m_AchievementCriteriasByType->size()); } void AchievementGlobalMgr::LoadAchievementReferenceList() { if (sAchievementStore.GetNumRows() == 0) { barGoLink bar(1); bar.step(); sLog.outString(); sLog.outErrorDb(">> Loaded 0 achievement references."); return; } uint32 count = 0; barGoLink bar(sAchievementStore.GetNumRows()); for (uint32 entryId = 0; entryId < sAchievementStore.GetNumRows(); ++entryId) { bar.step(); AchievementEntry const* achievement = sAchievementStore.LookupEntry(entryId); if (!achievement || !achievement->refAchievement) continue; m_AchievementListByReferencedId[achievement->refAchievement].push_back(achievement); ++count; } sLog.outString(); sLog.outString(">> Loaded %u achievement references.",count); } void AchievementGlobalMgr::LoadAchievementCriteriaData() { m_criteriaDataMap.clear(); // need for reload case QueryResult_AutoPtr result = WorldDatabase.Query("SELECT criteria_id, type, value1, value2 FROM achievement_criteria_data"); if (!result) { barGoLink bar(1); bar.step(); sLog.outString(); sLog.outString(">> Loaded 0 additional achievement criteria data. DB table `achievement_criteria_data` is empty."); return; } uint32 count = 0; uint32 disabled_count = 0; barGoLink bar(result->GetRowCount()); do { bar.step(); Field *fields = result->Fetch(); uint32 criteria_id = fields[0].GetUInt32(); AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(criteria_id); if (!criteria) { sLog.outErrorDb("Table `achievement_criteria_data` have data for not existed criteria (Entry: %u), ignore.", criteria_id); continue; } AchievementCriteriaData data(fields[1].GetUInt32(),fields[2].GetUInt32(),fields[3].GetUInt32()); if (!data.IsValid(criteria)) { continue; } // this will allocate empty data set storage AchievementCriteriaDataSet& dataSet = m_criteriaDataMap[criteria_id]; dataSet.SetCriteriaId(criteria_id); if (data.dataType == ACHIEVEMENT_CRITERIA_DATA_TYPE_DISABLED) ++disabled_count; // add real data only for not NONE data types if (data.dataType != ACHIEVEMENT_CRITERIA_DATA_TYPE_NONE) dataSet.Add(data); // counting data by and data types ++count; } while (result->NextRow()); // post loading checks for (uint32 entryId = 0; entryId < sAchievementCriteriaStore.GetNumRows(); ++entryId) { AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(entryId); if (!criteria) continue; switch(criteria->requiredType) { case ACHIEVEMENT_CRITERIA_TYPE_WIN_BG: if (!criteria->win_bg.additionalRequirement1_type) continue; break; case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE: break; // any cases case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST: { AchievementEntry const* achievement = sAchievementStore.LookupEntry(criteria->referredAchievement); if (!achievement) continue; // exist many achievements with this criteria, use at this moment hardcoded check to skil simple case switch(achievement->ID) { case 31: case 1275: case 1276: case 1277: case 1282: case 1789: break; default: continue; } } case ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING: break; // any cases case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL: // any cases break; case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA: // need skip generic cases if (criteria->win_rated_arena.flag!=ACHIEVEMENT_CRITERIA_CONDITION_NO_LOOSE) continue; break; case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM: // any cases break; case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE: // need skip generic cases if (criteria->do_emote.count == 0) continue; break; case ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL: // skip statistics if (criteria->win_duel.duelCount == 0) continue; break; case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2: // any cases break; case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE: // need skip generic cases if (criteria->loot_type.lootTypeCount!=1) continue; break; default: // type not use DB data, ignore continue; } if (!GetCriteriaDataSet(criteria)) sLog.outErrorDb("Table `achievement_criteria_data` not have expected data for criteria (Entry: %u Type: %u) for achievement %u.", criteria->ID, criteria->requiredType, criteria->referredAchievement); } sLog.outString(); sLog.outString(">> Loaded %u additional achievement criteria data (%u disabled).",count,disabled_count); } void AchievementGlobalMgr::LoadCompletedAchievements() { QueryResult_AutoPtr result = CharacterDatabase.Query("SELECT achievement FROM character_achievement GROUP BY achievement"); if (!result) { barGoLink bar(1); bar.step(); sLog.outString(); sLog.outString(">> Loaded 0 realm completed achievements . DB table `character_achievement` is empty."); return; } barGoLink bar(result->GetRowCount()); do { bar.step(); Field *fields = result->Fetch(); uint32 achievement_id = fields[0].GetUInt32(); if (!sAchievementStore.LookupEntry(achievement_id)) { // we will remove not existed achievement for all characters sLog.outError("Not existed achievement %u data removed from table `character_achievement`.",achievement_id); CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE achievement = %u",achievement_id); continue; } m_allCompletedAchievements.insert(achievement_id); } while (result->NextRow()); sLog.outString(); sLog.outString(">> Loaded %lu realm completed achievements.",(unsigned long)m_allCompletedAchievements.size()); } void AchievementGlobalMgr::LoadRewards() { m_achievementRewards.clear(); // need for reload case // 0 1 2 3 4 5 6 QueryResult_AutoPtr result = WorldDatabase.Query("SELECT entry, title_A, title_H, item, sender, subject, text FROM achievement_reward"); if (!result) { barGoLink bar(1); bar.step(); sLog.outString(); sLog.outErrorDb(">> Loaded 0 achievement rewards. DB table `achievement_reward` is empty."); return; } uint32 count = 0; barGoLink bar(result->GetRowCount()); do { bar.step(); Field *fields = result->Fetch(); uint32 entry = fields[0].GetUInt32(); const AchievementEntry* pAchievement = sAchievementStore.LookupEntry(entry); if (!pAchievement) { sLog.outErrorDb("Table `achievement_reward` has wrong achievement (Entry: %u), ignore", entry); continue; } AchievementReward reward; reward.titleId[0] = fields[1].GetUInt32(); reward.titleId[1] = fields[2].GetUInt32(); reward.itemId = fields[3].GetUInt32(); reward.sender = fields[4].GetUInt32(); reward.subject = fields[5].GetCppString(); reward.text = fields[6].GetCppString(); // must be title or mail at least if (!reward.titleId[0] && !reward.titleId[1] && !reward.sender) { sLog.outErrorDb("Table `achievement_reward` (Entry: %u) not have title or item reward data, ignore.", entry); continue; } if (pAchievement->factionFlag == ACHIEVEMENT_FACTION_ANY && ((reward.titleId[0] == 0) != (reward.titleId[1] == 0))) sLog.outErrorDb("Table `achievement_reward` (Entry: %u) has title (A: %u H: %u) only for one from teams.", entry, reward.titleId[0], reward.titleId[1]); if (reward.titleId[0]) { CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(reward.titleId[0]); if (!titleEntry) { sLog.outErrorDb("Table `achievement_reward` (Entry: %u) has invalid title id (%u) in `title_A`, set to 0", entry, reward.titleId[0]); reward.titleId[0] = 0; } } if (reward.titleId[1]) { CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(reward.titleId[1]); if (!titleEntry) { sLog.outErrorDb("Table `achievement_reward` (Entry: %u) has invalid title id (%u) in `title_H`, set to 0", entry, reward.titleId[1]); reward.titleId[1] = 0; } } //check mail data before item for report including wrong item case if (reward.sender) { if (!objmgr.GetCreatureTemplate(reward.sender)) { sLog.outErrorDb("Table `achievement_reward` (Entry: %u) has invalid creature entry %u as sender, mail reward skipped.", entry, reward.sender); reward.sender = 0; } } else { if (reward.itemId) sLog.outErrorDb("Table `achievement_reward` (Entry: %u) not have sender data but have item reward, item will not rewarded", entry); if (!reward.subject.empty()) sLog.outErrorDb("Table `achievement_reward` (Entry: %u) not have sender data but have mail subject.", entry); if (!reward.text.empty()) sLog.outErrorDb("Table `achievement_reward` (Entry: %u) not have sender data but have mail text.", entry); } if (reward.itemId) { if (!objmgr.GetItemPrototype(reward.itemId)) { sLog.outErrorDb("Table `achievement_reward` (Entry: %u) has invalid item id %u, reward mail will be without item.", entry, reward.itemId); reward.itemId = 0; } } m_achievementRewards[entry] = reward; ++count; } while (result->NextRow()); sLog.outString(); sLog.outString(">> Loaded %u achievement rewards", count); } void AchievementGlobalMgr::LoadRewardLocales() { m_achievementRewardLocales.clear(); // need for reload case QueryResult_AutoPtr result = WorldDatabase.Query("SELECT entry,subject_loc1,text_loc1,subject_loc2,text_loc2,subject_loc3,text_loc3,subject_loc4,text_loc4,subject_loc5,text_loc5,subject_loc6,text_loc6,subject_loc7,text_loc7,subject_loc8,text_loc8 FROM locales_achievement_reward"); if (!result) { barGoLink bar(1); bar.step(); sLog.outString(); sLog.outString(">> Loaded 0 achievement reward locale strings."); sLog.outString(">> DB table `locales_achievement_reward` is empty."); return; } barGoLink bar(result->GetRowCount()); do { Field *fields = result->Fetch(); bar.step(); uint32 entry = fields[0].GetUInt32(); if (m_achievementRewards.find(entry) == m_achievementRewards.end()) { sLog.outErrorDb("Table `locales_achievement_reward` (Entry: %u) has locale strings for not existed achievement reward .", entry); continue; } AchievementRewardLocale& data = m_achievementRewardLocales[entry]; for (int i = 1; i < MAX_LOCALE; ++i) { std::string str = fields[1+2*(i-1)].GetCppString(); if (!str.empty()) { int idx = objmgr.GetOrNewIndexForLocale(LocaleConstant(i)); if (idx >= 0) { if (data.subject.size() <= size_t(idx)) data.subject.resize(idx+1); data.subject[idx] = str; } } str = fields[1+2*(i-1)+1].GetCppString(); if (!str.empty()) { int idx = objmgr.GetOrNewIndexForLocale(LocaleConstant(i)); if (idx >= 0) { if (data.text.size() <= size_t(idx)) data.text.resize(idx+1); data.text[idx] = str; } } } } while (result->NextRow()); sLog.outString(); sLog.outString(">> Loaded %lu achievement reward locale strings", (unsigned long)m_achievementRewardLocales.size()); }