/*
 * Copyright (C) 2008-2012 TrinityCore 
 * 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, see .
 */
#include "Common.h"
#include "DBCEnums.h"
#include "ObjectMgr.h"
#include "ArenaTeamMgr.h"
#include "GuildMgr.h"
#include "World.h"
#include "WorldPacket.h"
#include "DatabaseEnv.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 "SpellMgr.h"
#include "DisableMgr.h"
#include "ScriptMgr.h"
#include "MapManager.h"
#include "Battleground.h"
#include "BattlegroundAB.h"
#include "Map.h"
#include "InstanceScript.h"
#include "Group.h"
namespace Trinity
{
    class AchievementChatBuilder
    {
        public:
            AchievementChatBuilder(Player const& player, ChatMsg msgtype, int32 textId, uint32 ach_id)
                : i_player(player), i_msgtype(msgtype), i_textId(textId), i_achievementId(ach_id) {}
            void operator()(WorldPacket& data, LocaleConstant loc_idx)
            {
                char const* text = sObjectMgr->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) has wrong data type (%u), ignored.", 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:
        case ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE:
        case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL:
        case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST:    // only Children's Week achievements
        case ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM:                // only Children's Week achievements
        case ACHIEVEMENT_CRITERIA_TYPE_GET_KILLING_BLOWS:
        case ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL:
            break;
        default:
            if (dataType != ACHIEVEMENT_CRITERIA_DATA_TYPE_SCRIPT)
            {
                sLog->outErrorDb("Table `achievement_criteria_data` has data for non-supported criteria type (Entry: %u Type: %u), ignored.", criteria->ID, criteria->requiredType);
                return false;
            }
            break;
    }
    switch (dataType)
    {
        case ACHIEVEMENT_CRITERIA_DATA_TYPE_NONE:
        case ACHIEVEMENT_CRITERIA_DATA_TYPE_VALUE:
        case ACHIEVEMENT_CRITERIA_DATA_INSTANCE_SCRIPT:
            return true;
        case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_CREATURE:
            if (!creature.id || !sObjectMgr->GetCreatureTemplate(creature.id))
            {
                sLog->outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_CREATURE (%u) has non-existing creature id in value1 (%u), ignored.",
                    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_T_PLAYER_CLASS_RACE (%u) must not have 0 in either value field, ignored.",
                    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_T_PLAYER_CLASS_RACE (%u) has non-existing class in value1 (%u), ignored.",
                    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_T_PLAYER_CLASS_RACE (%u) has non-existing race in value2 (%u), ignored.",
                    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) has wrong percent value in value1 (%u), ignored.",
                    criteria->ID, criteria->requiredType, dataType, health.percent);
                return false;
            }
            return true;
        case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA:
        case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_AURA:
        {
            SpellInfo const* spellEntry = sSpellMgr->GetSpellInfo(aura.spell_id);
            if (!spellEntry)
            {
                sLog->outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type %s (%u) has wrong spell id in value1 (%u), ignored.",
                    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) has wrong spell effect index in value2 (%u), ignored.",
                    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->Effects[aura.effect_idx].ApplyAuraName)
            {
                sLog->outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type %s (%u) has non-aura spell effect (ID: %u Effect: %u), ignores.",
                    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_T_LEVEL:
            if (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) has wrong minlevel in value1 (%u), ignored.",
                    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) has wrong gender in value1 (%u), ignored.",
                    criteria->ID, criteria->requiredType, dataType, gender.gender);
                return false;
            }
            return true;
        case ACHIEVEMENT_CRITERIA_DATA_TYPE_SCRIPT:
            if (!ScriptId)
            {
                sLog->outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_SCRIPT (%u) does not have ScriptName set, ignored.",
                    criteria->ID, criteria->requiredType, dataType);
                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) has wrong max players count in value1 (%u), ignored.",
                    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) has unknown team in value1 (%u), ignored.",
                    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) has unknown drunken state in value1 (%u), ignored.",
                    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) has unknown holiday in value1 (%u), ignored.",
                    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) has unknown quality state in value1 (%u), ignored.",
                    criteria->ID, criteria->requiredType, dataType, equipped_item.item_quality);
                return false;
            }
            return true;
        case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_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_S_PLAYER_CLASS_RACE (%u) must not have 0 in either value field, ignored.",
                    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_S_PLAYER_CLASS_RACE (%u) has non-existing class in value1 (%u), ignored.",
                    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_S_PLAYER_CLASS_RACE (%u) has non-existing race in value2 (%u), ignored.",
                    criteria->ID, criteria->requiredType, dataType, classRace.race_id);
                return false;
            }
            return true;
        default:
            sLog->outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) has data for non-supported data type (%u), ignored.", criteria->ID, criteria->requiredType, dataType);
            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_S_PLAYER_CLASS_RACE:
            if (!source || source->GetTypeId() != TYPEID_PLAYER)
                return false;
            if (classRace.class_id && classRace.class_id != source->ToPlayer()->getClass())
                return false;
            if (classRace.race_id && classRace.race_id != source->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->HealthAbovePct(health.percent);
        case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA:
            return source->HasAuraEffect(aura.spell_id, aura.effect_idx);
        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_SCRIPT:
            return sScriptMgr->OnCriteriaCheck(this, const_cast(source), const_cast(target));
        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()) >= DrunkenState(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->IsDungeon())
            {
                sLog->outErrorDb("Achievement system call ACHIEVEMENT_CRITERIA_DATA_INSTANCE_SCRIPT (%u) for achievement criteria %u for non-dungeon/non-raid map %u",
                    ACHIEVEMENT_CRITERIA_DATA_INSTANCE_SCRIPT, criteria_id, map->GetId());
                    return false;
            }
            InstanceScript* instance = ((InstanceMap*)map)->GetInstanceScript();
            if (!instance)
            {
                sLog->outErrorDb("Achievement system call ACHIEVEMENT_CRITERIA_DATA_INSTANCE_SCRIPT (%u) for achievement criteria %u for map %u but map does not have a instance script",
                    ACHIEVEMENT_CRITERIA_DATA_INSTANCE_SCRIPT, criteria_id, map->GetId());
                return false;
            }
            return instance->CheckAchievementCriteriaMeet(criteria_id, source, target, miscvalue1);
        }
        case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_EQUIPED_ITEM:
        {
            ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(miscvalue1);
            if (!pProto)
                return false;
            return pProto->ItemLevel >= equipped_item.item_level && pProto->Quality >= equipped_item.item_quality;
        }
        default:
            break;
    }
    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;
}
template
AchievementMgr::AchievementMgr(T* owner)
{
    _owner = owner;
}
template
AchievementMgr::~AchievementMgr()
{
}
template
void AchievementMgr::SendPacket(WorldPacket* data) const
{
}
template<>
void AchievementMgr::SendPacket(WorldPacket* data) const
{
    GetOwner()->BroadcastPacket(data);
}
template<>
void AchievementMgr::SendPacket(WorldPacket* data) const
{
    GetOwner()->GetSession()->SendPacket(data);
}
template
void AchievementMgr::RemoveCriteriaProgress(const AchievementCriteriaEntry* entry)
{
    CriteriaProgressMap::iterator criteriaProgress = m_criteriaProgress.find(entry->ID);
    if (criteriaProgress == m_criteriaProgress.end())
        return;
    WorldPacket data(SMSG_CRITERIA_DELETED, 4);
    data << uint32(entry->ID);
    SendPacket(&data);
    m_criteriaProgress.erase(criteriaProgress);
}
template<>
void AchievementMgr::RemoveCriteriaProgress(const AchievementCriteriaEntry* entry)
{
    CriteriaProgressMap::iterator criteriaProgress = m_criteriaProgress.find(entry->ID);
    if (criteriaProgress == m_criteriaProgress.end())
        return;
    ObjectGuid guid = GetOwner()->GetGUID();
    WorldPacket data(SMSG_GUILD_CRITERIA_DELETED, 4 + 8);
    data.WriteBit(guid[6]);
    data.WriteBit(guid[5]);
    data.WriteBit(guid[7]);
    data.WriteBit(guid[0]);
    data.WriteBit(guid[1]);
    data.WriteBit(guid[3]);
    data.WriteBit(guid[2]);
    data.WriteBit(guid[4]);
    data.WriteByteSeq(guid[2]);
    data.WriteByteSeq(guid[3]);
    data.WriteByteSeq(guid[4]);
    data.WriteByteSeq(guid[1]);
    data.WriteByteSeq(guid[7]);
    data << uint32(entry->ID);
    data.WriteByteSeq(guid[5]);
    data.WriteByteSeq(guid[0]);
    data.WriteByteSeq(guid[6]);
    SendPacket(&data);
    m_criteriaProgress.erase(criteriaProgress);
}
template
void AchievementMgr::ResetAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1, uint32 miscvalue2, bool evenIfCriteriaComplete)
{
    sLog->outDebug(LOG_FILTER_ACHIEVEMENTSYS, "AchievementMgr::ResetAchievementCriteria(%u, %u, %u)", type, miscvalue1, miscvalue2);
    // disable for gamemasters with GM-mode enabled
    if (GetOwner()->isGameMaster())
        return;
    AchievementCriteriaEntryList const& achievementCriteriaList = sAchievementMgr->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 not forced or achievement already complete
        if ((IsCompletedCriteria(achievementCriteria, achievement) && !evenIfCriteriaComplete) || HasAchieved(achievement->ID))
            continue;
        for (uint8 j = 0; j < MAX_CRITERIA_REQUIREMENTS; ++j)
            if (achievementCriteria->additionalRequirements[j].additionalRequirement_type == miscvalue1 &&
                (!achievementCriteria->additionalRequirements[j].additionalRequirement_value ||
                achievementCriteria->additionalRequirements[j].additionalRequirement_value == miscvalue2))
            {
                RemoveCriteriaProgress(achievementCriteria);
                break;
            }
    }
}
template<>
void AchievementMgr::ResetAchievementCriteria(AchievementCriteriaTypes /*type*/, uint32 /*miscvalue1*/, uint32 /*miscvalue2*/, bool /*evenIfCriteriaComplete*/)
{
    // Not needed
}
template
void AchievementMgr::DeleteFromDB(uint32 /*lowguid*/)
{
}
template<>
void AchievementMgr::DeleteFromDB(uint32 lowguid)
{
    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACHIEVEMENT);
    stmt->setUInt32(0, lowguid);
    trans->Append(stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACHIEVEMENT_PROGRESS);
    stmt->setUInt32(0, lowguid);
    trans->Append(stmt);
    CharacterDatabase.CommitTransaction(trans);
}
template<>
void AchievementMgr::DeleteFromDB(uint32 lowguid)
{
    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ALL_GUILD_ACHIEVEMENTS);
    stmt->setUInt32(0, lowguid);
    trans->Append(stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ALL_GUILD_ACHIEVEMENT_CRITERIA);
    stmt->setUInt32(0, lowguid);
    trans->Append(stmt);
    CharacterDatabase.CommitTransaction(trans);
}
template
void AchievementMgr::SaveToDB(SQLTransaction& /*trans*/)
{
}
template<>
void AchievementMgr::SaveToDB(SQLTransaction& trans)
{
    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 = " << GetOwner()->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 << '(' << GetOwner()->GetGUIDLow() << ',' << iter->first << ',' << uint64(iter->second.date) << ')';
            /// mark as saved in db
            iter->second.changed = false;
        }
        if (need_execute)
        {
            ssdel << ')';
            trans->Append(ssdel.str().c_str());
            trans->Append(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 = " << GetOwner()->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 << '(' << GetOwner()->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)
                trans->Append(ssdel.str().c_str());
            if (need_execute_ins)
                trans->Append(ssins.str().c_str());
        }
    }
}
template<>
void AchievementMgr::SaveToDB(SQLTransaction& trans)
{
    PreparedStatement* stmt;
    std::ostringstream guidstr;
    for (CompletedAchievementMap::const_iterator itr = m_completedAchievements.begin(); itr != m_completedAchievements.end(); ++itr)
    {
        if (!itr->second.changed)
            continue;
        stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GUILD_ACHIEVEMENT);
        stmt->setUInt32(0, GetOwner()->GetId());
        stmt->setUInt16(1, itr->first);
        trans->Append(stmt);
        stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_GUILD_ACHIEVEMENT);
        stmt->setUInt32(0, GetOwner()->GetId());
        stmt->setUInt16(1, itr->first);
        stmt->setUInt32(2, itr->second.date);
        for (std::set::const_iterator gItr = itr->second.guids.begin(); gItr != itr->second.guids.end(); ++gItr)
            guidstr << GUID_LOPART(*gItr) << ',';
        stmt->setString(3, guidstr.str());
        trans->Append(stmt);
        guidstr.str("");
    }
    for (CriteriaProgressMap::const_iterator itr = m_criteriaProgress.begin(); itr != m_criteriaProgress.end(); ++itr)
    {
        if (!itr->second.changed)
            continue;
        stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GUILD_ACHIEVEMENT_CRITERIA);
        stmt->setUInt32(0, GetOwner()->GetId());
        stmt->setUInt16(1, itr->first);
        trans->Append(stmt);
        stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_GUILD_ACHIEVEMENT_CRITERIA);
        stmt->setUInt32(0, GetOwner()->GetId());
        stmt->setUInt16(1, itr->first);
        stmt->setUInt32(2, itr->second.counter);
        stmt->setUInt32(3, itr->second.date);
        stmt->setUInt32(4, GUID_LOPART(itr->second.CompletedGUID));
        trans->Append(stmt);
    }
}
template
void AchievementMgr::LoadFromDB(PreparedQueryResult achievementResult, PreparedQueryResult criteriaResult)
{
}
template<>
void AchievementMgr::LoadFromDB(PreparedQueryResult achievementResult, PreparedQueryResult criteriaResult)
{
    if (achievementResult)
    {
        do
        {
            Field* fields = achievementResult->Fetch();
            uint32 achievementid = fields[0].GetUInt16();
            // must not happen: cleanup at server startup in sAchievementMgr->LoadCompletedAchievements()
            AchievementEntry const* achievement = sAchievementStore.LookupEntry(achievementid);
            if (!achievement)
                continue;
            CompletedAchievementData& ca = m_completedAchievements[achievementid];
            ca.date = time_t(fields[1].GetUInt32());
            ca.changed = false;
            // title achievement rewards are retroactive
            if (AchievementReward const* reward = sAchievementMgr->GetAchievementReward(achievement))
                if (uint32 titleId = reward->titleId[Player::TeamForRace(GetOwner()->getRace()) == ALLIANCE ? 0 : 1])
                    if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(titleId))
                        if (!GetOwner()->HasTitle(titleEntry))
                            GetOwner()->SetTitle(titleEntry);
        } while (achievementResult->NextRow());
    }
    if (criteriaResult)
    {
        do
        {
            Field* fields = criteriaResult->Fetch();
            uint32 id      = fields[0].GetUInt16();
            uint32 counter = fields[1].GetUInt32();
            time_t date    = time_t(fields[2].GetUInt32());
            AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(id);
            if (!criteria)
            {
                // we will remove not existed criteria for all characters
                sLog->outError("Non-existing achievement criteria %u data removed from table `character_achievement_progress`.", id);
                PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_INVALID_ACHIEV_PROGRESS_CRITERIA);
                stmt->setUInt16(0, uint16(id));
                CharacterDatabase.Execute(stmt);
                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());
    }
}
template<>
void AchievementMgr::LoadFromDB(PreparedQueryResult achievementResult, PreparedQueryResult criteriaResult)
{
    if (achievementResult)
    {
        do
        {
            Field* fields = achievementResult->Fetch();
            uint32 achievementid = fields[0].GetUInt16();
            // must not happen: cleanup at server startup in sAchievementMgr->LoadCompletedAchievements()
            AchievementEntry const* achievement = sAchievementStore.LookupEntry(achievementid);
            if (!achievement)
                continue;
            CompletedAchievementData& ca = m_completedAchievements[achievementid];
            ca.date = time_t(fields[1].GetUInt32());
            Tokens guids(fields[2].GetString(), ' ');
            for (uint32 i = 0; i < guids.size(); ++i)
                ca.guids.insert(MAKE_NEW_GUID(atol(guids[i]), 0, HIGHGUID_PLAYER));
            ca.changed = false;
        } while (achievementResult->NextRow());
    }
    if (criteriaResult)
    {
        time_t now = time(NULL);
        do
        {
            Field* fields = criteriaResult->Fetch();
            uint32 id      = fields[0].GetUInt16();
            uint32 counter = fields[1].GetUInt32();
            time_t date    = time_t(fields[2].GetUInt32());
            uint64 guid    = fields[3].GetUInt32();
            AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(id);
            if (!criteria)
            {
                // we will remove not existed criteria for all guilds
                sLog->outError("Non-existing achievement criteria %u data removed from table `guild_achievement_progress`.", id);
                PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_INVALID_ACHIEV_PROGRESS_CRITERIA);
                stmt->setUInt16(0, uint16(id));
                CharacterDatabase.Execute(stmt);
                continue;
            }
            if (criteria->timeLimit && time_t(date + criteria->timeLimit) < now)
                continue;
            CriteriaProgress& progress = m_criteriaProgress[id];
            progress.counter = counter;
            progress.date    = date;
            progress.CompletedGUID = MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER);
            progress.changed = false;
        } while (criteriaResult->NextRow());
    }
}
template
void AchievementMgr::Reset()
{
}
template<>
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);
        SendPacket(&data);
    }
    for (CriteriaProgressMap::const_iterator iter = m_criteriaProgress.begin(); iter != m_criteriaProgress.end(); ++iter)
    {
        WorldPacket data(SMSG_CRITERIA_DELETED, 4);
        data << uint32(iter->first);
        SendPacket(&data);
    }
    m_completedAchievements.clear();
    m_criteriaProgress.clear();
    DeleteFromDB(_owner->GetGUIDLow());
    // re-fill data
    CheckAllAchievementCriteria(GetOwner());
}
template<>
void AchievementMgr::Reset()
{
    ObjectGuid guid = GetOwner()->GetGUID();
    for (CompletedAchievementMap::const_iterator iter = m_completedAchievements.begin(); iter != m_completedAchievements.end(); ++iter)
    {
        WorldPacket data(SMSG_GUILD_ACHIEVEMENT_DELETED, 4);
        data.WriteBit(guid[4]);
        data.WriteBit(guid[1]);
        data.WriteBit(guid[2]);
        data.WriteBit(guid[3]);
        data.WriteBit(guid[0]);
        data.WriteBit(guid[7]);
        data.WriteBit(guid[5]);
        data.WriteBit(guid[6]);
        data << uint32(iter->first);
        data.WriteByteSeq(guid[5]);
        data.WriteByteSeq(guid[1]);
        data.WriteByteSeq(guid[3]);
        data.WriteByteSeq(guid[6]);
        data.WriteByteSeq(guid[0]);
        data.WriteByteSeq(guid[7]);
        data << uint32(secsToTimeBitFields(iter->second.date));
        data.WriteByteSeq(guid[4]);
        data.WriteByteSeq(guid[2]);
        SendPacket(&data);
    }
    while (!m_criteriaProgress.empty())
        if (AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(m_criteriaProgress.begin()->first))
            RemoveCriteriaProgress(criteria);
    m_completedAchievements.clear();
    DeleteFromDB(_owner->GetId());
}
template
void AchievementMgr::SendAchievementEarned(AchievementEntry const* achievement) const
{
    // Don't send for achievements with ACHIEVEMENT_FLAG_TRACKING
    if (achievement->flags & ACHIEVEMENT_FLAG_HIDDEN)
        return;
    #ifdef TRINITY_DEBUG
        sLog->outDebug(LOG_FILTER_ACHIEVEMENTSYS, "AchievementMgr::SendAchievementEarned(%u)", achievement->ID);
    #endif
    if (Guild* guild = sGuildMgr->GetGuildById(GetOwner()->GetGuildId()))
    {
        Trinity::AchievementChatBuilder say_builder(*GetOwner(), CHAT_MSG_GUILD_ACHIEVEMENT, LANG_ACHIEVEMENT_EARNED, achievement->ID);
        Trinity::LocalizedPacketDo say_do(say_builder);
        guild->BroadcastWorker(say_do);
    }
    if (achievement->flags & (ACHIEVEMENT_FLAG_REALM_FIRST_KILL | ACHIEVEMENT_FLAG_REALM_FIRST_REACH))
    {
        // broadcast realm first reached
        WorldPacket data(SMSG_SERVER_FIRST_ACHIEVEMENT, strlen(GetOwner()->GetName())+1+8+4+4);
        data << GetOwner()->GetName();
        data << uint64(GetOwner()->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 (GetOwner()->IsInWorld())
    {
        CellCoord p = Trinity::ComputeCellCoord(GetOwner()->GetPositionX(), GetOwner()->GetPositionY());
        Cell cell(p);
        cell.SetNoCreate();
        Trinity::AchievementChatBuilder say_builder(*GetOwner(), CHAT_MSG_ACHIEVEMENT, LANG_ACHIEVEMENT_EARNED, achievement->ID);
        Trinity::LocalizedPacketDo say_do(say_builder);
        Trinity::PlayerDistWorker > say_worker(GetOwner(), sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY), say_do);
        TypeContainerVisitor >, WorldTypeMapContainer > message(say_worker);
        cell.Visit(p, message, *GetOwner()->GetMap(), *GetOwner(), sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY));
    }
    WorldPacket data(SMSG_ACHIEVEMENT_EARNED, 8+4+8);
    data.append(GetOwner()->GetPackGUID());
    data << uint32(achievement->ID);
    data << uint32(secsToTimeBitFields(time(NULL)));
    data << uint32(0);  // does not notify player ingame
    GetOwner()->SendMessageToSetInRange(&data, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY), true);
}
template<>
void AchievementMgr::SendAchievementEarned(AchievementEntry const* achievement) const
{
    ObjectGuid guid = GetOwner()->GetGUID();
    WorldPacket data(SMSG_GUILD_ACHIEVEMENT_EARNED, 8+4+8);
    data.WriteBit(guid[3]);
    data.WriteBit(guid[1]);
    data.WriteBit(guid[0]);
    data.WriteBit(guid[7]);
    data.WriteBit(guid[4]);
    data.WriteBit(guid[6]);
    data.WriteBit(guid[2]);
    data.WriteBit(guid[5]);
    data.WriteByteSeq(guid[2]);
    data << uint32(secsToTimeBitFields(time(NULL)));
    data.WriteByteSeq(guid[0]);
    data.WriteByteSeq(guid[4]);
    data.WriteByteSeq(guid[1]);
    data.WriteByteSeq(guid[3]);
    data << uint32(achievement->ID);
    data.WriteByteSeq(guid[7]);
    data.WriteByteSeq(guid[5]);
    data.WriteByteSeq(guid[6]);
    SendPacket(&data);
}
template
void AchievementMgr::SendCriteriaUpdate(AchievementCriteriaEntry const* /*entry*/, CriteriaProgress const* /*progress*/, uint32 /*timeElapsed*/, bool /*timedCompleted*/) const
{
}
template<>
void AchievementMgr::SendCriteriaUpdate(AchievementCriteriaEntry const* entry, CriteriaProgress const* progress, uint32 timeElapsed, bool timedCompleted) const
{
    WorldPacket data(SMSG_CRITERIA_UPDATE, 8+4+8);
    data << uint32(entry->ID);
    // the counter is packed like a packed Guid
    data.appendPackGUID(progress->counter);
    data.appendPackGUID(GetOwner()->GetGUID());
    if (!entry->timeLimit)
        data << uint32(0);
    else
        data << uint32(timedCompleted ? 0 : 1); // this are some flags, 1 is for keeping the counter at 0 in client
    data << uint32(secsToTimeBitFields(progress->date));
    data << uint32(timeElapsed);    // time elapsed in seconds
    data << uint32(0);              // unk
    SendPacket(&data);
}
template<>
void AchievementMgr::SendCriteriaUpdate(AchievementCriteriaEntry const* entry, CriteriaProgress const* progress, uint32 /*timeElapsed*/, bool /*timedCompleted*/) const
{
    //will send response to criteria progress request
    WorldPacket data(SMSG_GUILD_CRITERIA_DATA, 3 + 1 + 1 + 8 + 8 + 4 + 4 + 4 + 4 + 4);
    ObjectGuid counter = progress->counter; // for accessing every byte individually
    ObjectGuid guid = progress->CompletedGUID;
    data.WriteBits(1, 21);
    data.WriteBit(counter[4]);
    data.WriteBit(counter[1]);
    data.WriteBit(guid[2]);
    data.WriteBit(counter[3]);
    data.WriteBit(guid[1]);
    data.WriteBit(counter[5]);
    data.WriteBit(counter[0]);
    data.WriteBit(guid[3]);
    data.WriteBit(counter[2]);
    data.WriteBit(guid[7]);
    data.WriteBit(guid[5]);
    data.WriteBit(guid[0]);
    data.WriteBit(counter[6]);
    data.WriteBit(guid[6]);
    data.WriteBit(counter[7]);
    data.WriteBit(guid[4]);
    data.WriteByteSeq(guid[5]);
    data << uint32(progress->date);      // unknown date
    data.WriteByteSeq(counter[3]);
    data.WriteByteSeq(counter[7]);
    data << uint32(progress->date);      // unknown date
    data.WriteByteSeq(counter[6]);
    data.WriteByteSeq(guid[4]);
    data.WriteByteSeq(guid[1]);
    data.WriteByteSeq(counter[4]);
    data.WriteByteSeq(guid[3]);
    data.WriteByteSeq(counter[0]);
    data.WriteByteSeq(guid[2]);
    data.WriteByteSeq(counter[1]);
    data.WriteByteSeq(guid[6]);
    data << uint32(progress->date);      // last update time (not packed!)
    data << uint32(entry->ID);
    data.WriteByteSeq(counter[5]);
    data << uint32(0);
    data.WriteByteSeq(guid[7]);
    data.WriteByteSeq(counter[2]);
    data.WriteByteSeq(guid[0]);
    SendPacket(&data);
}
/**
 * called at player login. The player might have fulfilled some achievements when the achievement system wasn't working yet
 */
template
void AchievementMgr::CheckAllAchievementCriteria(Player* referencePlayer)
{
    // suppress sending packets
    for (uint32 i=0; i static bool IsGuild() { return false; }
template<> static bool IsGuild() { return true; }
/**
 * this function will be called whenever the user might have done a criteria relevant action
 */
template
void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscValue1 /*= 0*/, uint32 miscValue2 /*= 0*/, Unit* unit /*= NULL*/, Player* referencePlayer /*= NULL*/)
{
    sLog->outDebug(LOG_FILTER_ACHIEVEMENTSYS, "AchievementMgr::UpdateAchievementCriteria(%u, %u, %u)", type, miscValue1, miscValue2);
    // disable for gamemasters with GM-mode enabled
    if (referencePlayer->isGameMaster())
        return;
    AchievementCriteriaEntryList const& achievementCriteriaList = sAchievementMgr->GetAchievementCriteriaByType(type, IsGuild());
    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;
        if (!CanUpdateCriteria(achievementCriteria, achievement, miscValue1, miscValue2, unit, referencePlayer))
            continue;
        // requirements not found in the dbc
        if (AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria))
            if (!data->Meets(referencePlayer, unit, miscValue1))
                continue;
        switch (type)
        {
            // std. case: increment at 1
            case ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS:
            case ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL:
            case ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION:
            case ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS:    /* FIXME: for online player only currently */
            case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED:
            case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED:
            case ACHIEVEMENT_CRITERIA_TYPE_QUEST_ABANDONED:
            case ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN:
            case ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS:
            case ACHIEVEMENT_CRITERIA_TYPE_USE_LFD_TO_GROUP_WITH_PLAYERS:
                // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
                if (!miscValue1)
                    continue;
                SetCriteriaProgress(achievementCriteria, 1, referencePlayer, PROGRESS_ACCUMULATE);
                break;
            // std case: increment at miscvalue1
            case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS:
            case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS:
            case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD:
            case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING:
            case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_AT_BARBER:
            case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL:
            case ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY:
            case ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS:/* FIXME: for online player only currently */
            case ACHIEVEMENT_CRITERIA_TYPE_TOTAL_DAMAGE_RECEIVED:
            case ACHIEVEMENT_CRITERIA_TYPE_TOTAL_HEALING_RECEIVED:
                // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
                if (!miscValue1)
                    continue;
                SetCriteriaProgress(achievementCriteria, miscValue1, referencePlayer, 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, referencePlayer, PROGRESS_HIGHEST);
                break;
            // specialized cases
            case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST:
            {
                // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
                if (!miscValue1)
                    continue;
                SetCriteriaProgress(achievementCriteria, 1, referencePlayer, PROGRESS_ACCUMULATE);
                break;
            }
            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 != referencePlayer->GetMapId())
                    continue;
                SetCriteriaProgress(achievementCriteria, miscValue1, referencePlayer, 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;
                SetCriteriaProgress(achievementCriteria, miscValue2, referencePlayer, PROGRESS_ACCUMULATE);
                break;
            }
            case ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL:
                SetCriteriaProgress(achievementCriteria, referencePlayer->getLevel(), referencePlayer);
                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 = referencePlayer->GetBaseSkillValue(achievementCriteria->reach_skill_level.skillID))
                    SetCriteriaProgress(achievementCriteria, skillvalue, referencePlayer);
                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 = referencePlayer->GetPureMaxSkillValue(achievementCriteria->learn_skill_level.skillID))
                    SetCriteriaProgress(achievementCriteria, maxSkillvalue, referencePlayer);
                break;
            case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT:
                if (m_completedAchievements.find(achievementCriteria->complete_achievement.linkedAchievement) != m_completedAchievements.end())
                    SetCriteriaProgress(achievementCriteria, 1, referencePlayer);
                break;
            case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT:
            {
                SetCriteriaProgress(achievementCriteria, referencePlayer->GetRewardedQuestCount(), referencePlayer);
                break;
            }
            case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST_DAILY:
            {
                time_t nextDailyResetTime = sWorld->GetNextDailyQuestsResetTime();
                CriteriaProgress *progress = GetCriteriaProgress(achievementCriteria);
                if (!miscValue1) // Login case.
                {
                    // reset if player missed one day.
                    if (progress && progress->date < (nextDailyResetTime - 2 * DAY))
                        SetCriteriaProgress(achievementCriteria, 0, referencePlayer, PROGRESS_SET);
                    continue;
                }
                ProgressType progressType;
                if (!progress)
                    // 1st time. Start count.
                    progressType = PROGRESS_SET;
                else if (progress->date < (nextDailyResetTime - 2 * DAY))
                    // last progress is older than 2 days. Player missed 1 day => Retart count.
                    progressType = PROGRESS_SET;
                else if (progress->date < (nextDailyResetTime - DAY))
                    // last progress is between 1 and 2 days. => 1st time of the day.
                    progressType = PROGRESS_ACCUMULATE;
                else
                    // last progress is within the day before the reset => Already counted today.
                    continue;
                SetCriteriaProgress(achievementCriteria, 1, referencePlayer, progressType);
                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;
                const RewardedQuestSet &rewQuests = referencePlayer->getRewardedQuests();
                for (RewardedQuestSet::const_iterator itr = rewQuests.begin(); itr != rewQuests.end(); ++itr)
                {
                    Quest const* quest = sObjectMgr->GetQuestTemplate(*itr);
                    if (quest && quest->GetZoneOrSort() >= 0 && uint32(quest->GetZoneOrSort()) == achievementCriteria->complete_quests_in_zone.zoneID)
                        ++counter;
                }
                SetCriteriaProgress(achievementCriteria, counter, referencePlayer);
                break;
            }
            case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_BATTLEGROUND:
                // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
                if (!miscValue1)
                    continue;
                if (referencePlayer->GetMapId() != achievementCriteria->complete_battleground.mapID)
                    continue;
                SetCriteriaProgress(achievementCriteria, miscValue1, referencePlayer, 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 (referencePlayer->GetMapId() != achievementCriteria->death_at_map.mapID)
                    continue;
                SetCriteriaProgress(achievementCriteria, 1, referencePlayer, 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 = referencePlayer->GetBattleground();
                        if (!bg || !bg->isArena() || ArenaTeam::GetSlotByType(bg->GetArenaType()) != j)
                            notfit = true;
                        break;
                    }
                }
                if (notfit)
                    continue;
                SetCriteriaProgress(achievementCriteria, 1, referencePlayer, 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 = referencePlayer->IsInWorld() ? referencePlayer->GetMap() : sMapMgr->FindMap(referencePlayer->GetMapId(), referencePlayer->GetInstanceId());
                if (!map || !map->IsDungeon())
                    continue;
                // search case
                bool found = false;
                for (int j = 0; achievIdForDungeon[j][0]; ++j)
                {
                    if (achievIdForDungeon[j][0] == achievement->ID)
                    {
                        if (map->IsRaid())
                        {
                            // if raid accepted (ignore difficulty)
                            if (!achievIdForDungeon[j][2])
                                break;                      // for
                        }
                        else if (referencePlayer->GetDungeonDifficulty() == DUNGEON_DIFFICULTY_NORMAL)
                        {
                            // dungeon in normal mode accepted
                            if (!achievIdForDungeon[j][1])
                                break;                      // for
                        }
                        else
                        {
                            // dungeon in heroic mode accepted
                            if (!achievIdForDungeon[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, referencePlayer, 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, referencePlayer, 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 == referencePlayer->GetTeam())
                    continue;
                SetCriteriaProgress(achievementCriteria, 1, referencePlayer, 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;
                // miscvalue1 is the ingame fallheight*100 as stored in dbc
                SetCriteriaProgress(achievementCriteria, miscValue1, referencePlayer);
                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, referencePlayer, 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 (!referencePlayer->GetQuestRewardStatus(achievementCriteria->complete_quest.questID))
                        continue;
                }
                if (AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria))
                    if (!data->Meets(referencePlayer, unit))
                        continue;
                SetCriteriaProgress(achievementCriteria, 1, referencePlayer);
                break;
            }
            case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET:
            case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2:
            {
                if (!miscValue1 || miscValue1 != achievementCriteria->be_spell_target.spellID)
                    continue;
                SetCriteriaProgress(achievementCriteria, 1, referencePlayer, PROGRESS_ACCUMULATE);
                break;
            }
            case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL:
            case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2:
            {
                if (!miscValue1 || miscValue1 != achievementCriteria->cast_spell.spellID)
                    continue;
                SetCriteriaProgress(achievementCriteria, 1, referencePlayer, PROGRESS_ACCUMULATE);
                break;
            }
            case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL:
                if (miscValue1 && miscValue1 != achievementCriteria->learn_spell.spellID)
                    continue;
                if (referencePlayer->HasSpell(achievementCriteria->learn_spell.spellID))
                    SetCriteriaProgress(achievementCriteria, 1, referencePlayer);
                break;
            case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE:
            {
                // miscvalue1=loot_type (note: 0 = LOOT_CORPSE and then it ignored)
                // miscvalue2=count of item loot
                if (!miscValue1 || !miscValue2)
                    continue;
                if (miscValue1 != achievementCriteria->loot_type.lootType)
                    continue;
                SetCriteriaProgress(achievementCriteria, miscValue2, referencePlayer, PROGRESS_ACCUMULATE);
                break;
            }
            case ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM:
                // speedup for non-login case
                if (miscValue1 && achievementCriteria->own_item.itemID != miscValue1)
                    continue;
                SetCriteriaProgress(achievementCriteria, miscValue2, referencePlayer, PROGRESS_ACCUMULATE);
                break;
            case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA:
                if (!miscValue1)                            // no update at login
                    continue;
                SetCriteriaProgress(achievementCriteria, 1, referencePlayer, 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, referencePlayer, 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, referencePlayer, 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 (referencePlayer->GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + playerIndexOffset) & mask)
                    {
                        matchFound = true;
                        break;
                    }
                }
                if (matchFound)
                    SetCriteriaProgress(achievementCriteria, 1, referencePlayer);
                break;
            }
            case ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT:
                SetCriteriaProgress(achievementCriteria, referencePlayer->GetBankBagSlotCount(), referencePlayer);
                break;
            case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION:
            {
                // skip faction check only at loading
                if (miscValue1 && miscValue1 != achievementCriteria->gain_reputation.factionID)
                    continue;
                int32 reputation = referencePlayer->GetReputationMgr().GetReputation(achievementCriteria->gain_reputation.factionID);
                if (reputation > 0)
                    SetCriteriaProgress(achievementCriteria, reputation, referencePlayer);
                break;
            }
            case ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION:
            {
                SetCriteriaProgress(achievementCriteria, referencePlayer->GetReputationMgr().GetExaltedFactionCount(), referencePlayer);
                break;
            }
            case ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP:
            {
                // skip for login case
                if (!miscValue1)
                    continue;
                SetCriteriaProgress(achievementCriteria, 1, referencePlayer);
                break;
            }
            case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM:
            {
                // miscvalue1 = itemid
                // miscvalue2 = itemSlot
                if (!miscValue1)
                    continue;
                if (miscValue2 != achievementCriteria->equip_epic_item.itemSlot)
                    continue;
                SetCriteriaProgress(achievementCriteria, 1, referencePlayer);
                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;
                ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(miscValue1);
                if (!pProto)
                    continue;
                SetCriteriaProgress(achievementCriteria, 1, referencePlayer, PROGRESS_ACCUMULATE);
                break;
            }
            case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE:
            {
                // miscvalue1 = emote
                if (!miscValue1)
                    continue;
                if (miscValue1 != achievementCriteria->do_emote.emoteID)
                    continue;
                SetCriteriaProgress(achievementCriteria, 1, referencePlayer, PROGRESS_ACCUMULATE);
                break;
            }
            case ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE:
            case ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE:
            {
                if (!miscValue1)
                    continue;
                if (achievementCriteria->additionalRequirements[0].additionalRequirement_type == ACHIEVEMENT_CRITERIA_CONDITION_BG_MAP)
                {
                    if (referencePlayer->GetMapId() != achievementCriteria->additionalRequirements[0].additionalRequirement_value)
                        continue;
                    // map specific case (BG in fact) expected player targeted damage/heal
                    if (!unit || unit->GetTypeId() != TYPEID_PLAYER)
                        continue;
                }
                SetCriteriaProgress(achievementCriteria, miscValue1, referencePlayer, 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, referencePlayer);
                break;
            case ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT:
                // miscvalue1 = go entry
                if (!miscValue1)
                    continue;
                if (miscValue1 != achievementCriteria->use_gameobject.goEntry)
                    continue;
                SetCriteriaProgress(achievementCriteria, 1, referencePlayer, PROGRESS_ACCUMULATE);
                break;
            case ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT:
                if (!miscValue1)
                    continue;
                if (miscValue1 != achievementCriteria->fish_in_gameobject.goEntry)
                    continue;
                SetCriteriaProgress(achievementCriteria, 1, referencePlayer, 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 = referencePlayer->GetSpellMap().begin();
                    spellIter != referencePlayer->GetSpellMap().end();
                    ++spellIter)
                {
                    SkillLineAbilityMapBounds bounds = sSpellMgr->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, referencePlayer);
                break;
            }
            case ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL:
                // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
                if (!miscValue1)
                    continue;
                SetCriteriaProgress(achievementCriteria, 1, referencePlayer, PROGRESS_ACCUMULATE);
                break;
            case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION:
                SetCriteriaProgress(achievementCriteria, referencePlayer->GetReputationMgr().GetReveredFactionCount(), referencePlayer);
                break;
            case ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION:
                SetCriteriaProgress(achievementCriteria, referencePlayer->GetReputationMgr().GetHonoredFactionCount(), referencePlayer);
                break;
            case ACHIEVEMENT_CRITERIA_TYPE_KNOWN_FACTIONS:
                SetCriteriaProgress(achievementCriteria, referencePlayer->GetReputationMgr().GetVisibleFactionCount(), referencePlayer);
                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;
                ItemTemplate const* proto = sObjectMgr->GetItemTemplate(miscValue1);
                if (!proto || proto->Quality < ITEM_QUALITY_EPIC)
                    continue;
                SetCriteriaProgress(achievementCriteria, 1, referencePlayer, 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 = referencePlayer->GetSpellMap().begin();
                    spellIter != referencePlayer->GetSpellMap().end();
                    ++spellIter)
                {
                    SkillLineAbilityMapBounds bounds = sSpellMgr->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, referencePlayer);
                break;
            }
            case ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL:
                SetCriteriaProgress(achievementCriteria, referencePlayer->GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS), referencePlayer);
                break;
            case ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS:
                if (!miscValue1 || miscValue1 != achievementCriteria->hk_class.classID)
                    continue;
                SetCriteriaProgress(achievementCriteria, 1, referencePlayer, PROGRESS_ACCUMULATE);
                break;
            case ACHIEVEMENT_CRITERIA_TYPE_HK_RACE:
                if (!miscValue1 || miscValue1 != achievementCriteria->hk_race.raceID)
                    continue;
                SetCriteriaProgress(achievementCriteria, 1, referencePlayer, PROGRESS_ACCUMULATE);
                break;
            case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED:
                SetCriteriaProgress(achievementCriteria, referencePlayer->GetMoney(), referencePlayer, PROGRESS_HIGHEST);
                break;
            case ACHIEVEMENT_CRITERIA_TYPE_EARN_ACHIEVEMENT_POINTS:
            {
                if (!miscValue1)
                {
                    uint32 points = 0;
                    for (CompletedAchievementMap::iterator itr = m_completedAchievements.begin(); itr != m_completedAchievements.end(); ++itr)
                        if (AchievementEntry const* pAchievement = sAchievementStore.LookupEntry(itr->first))
                            points += pAchievement->points;
                    SetCriteriaProgress(achievementCriteria, points, referencePlayer, PROGRESS_SET);
                }
                else
                    SetCriteriaProgress(achievementCriteria, miscValue1, referencePlayer, PROGRESS_ACCUMULATE);
                break;
            }
            case ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE:
            {
                if (!miscValue1 || miscValue1 != achievementCriteria->bg_objective.objectiveId)
                    continue;
                SetCriteriaProgress(achievementCriteria, 1, referencePlayer, PROGRESS_ACCUMULATE);
                break;
            }
            case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL:
            case ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL:
            case ACHIEVEMENT_CRITERIA_TYPE_GET_KILLING_BLOWS:
            {
                // skip login update
                if (!miscValue1)
                    continue;
                SetCriteriaProgress(achievementCriteria, 1, referencePlayer, PROGRESS_ACCUMULATE);
                break;
            }
            case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL_AT_AREA:
            {
                if (!miscValue1 || miscValue1 != achievementCriteria->honorable_kill_at_area.areaID)
                    continue;
                SetCriteriaProgress(achievementCriteria, 1, referencePlayer, PROGRESS_ACCUMULATE);
                break;
            }
            case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_TEAM_RATING:
            {
                uint32 reqTeamType = achievementCriteria->highest_team_rating.teamtype;
                if (miscValue1)
                {
                    if (miscValue2 != reqTeamType)
                        continue;
                    SetCriteriaProgress(achievementCriteria, miscValue1, referencePlayer, PROGRESS_HIGHEST);
                }
                else    // login case
                {
                    for (uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
                    {
                        uint32 teamId = referencePlayer->GetArenaTeamId(arena_slot);
                        if (!teamId)
                            continue;
                        ArenaTeam* team = sArenaTeamMgr->GetArenaTeamById(teamId);
                        if (!team || team->GetType() != reqTeamType)
                            continue;
                        SetCriteriaProgress(achievementCriteria, team->GetStats().Rating, referencePlayer, PROGRESS_HIGHEST);
                        break;
                    }
                }
                break;
            }
            case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_PERSONAL_RATING:
            {
                uint32 reqTeamType = achievementCriteria->highest_personal_rating.teamtype;
                if (miscValue1)
                {
                    if (miscValue2 != reqTeamType)
                        continue;
                    SetCriteriaProgress(achievementCriteria, miscValue1, referencePlayer, PROGRESS_HIGHEST);
                }
                else    // login case
                {
                    for (uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
                    {
                        uint32 teamId = referencePlayer->GetArenaTeamId(arena_slot);
                        if (!teamId)
                            continue;
                        ArenaTeam* team = sArenaTeamMgr->GetArenaTeamById(teamId);
                        if (!team || team->GetType() != reqTeamType)
                            continue;
                        if (ArenaTeamMember const* member = team->GetMember(referencePlayer->GetGUID()))
                        {
                            SetCriteriaProgress(achievementCriteria, member->PersonalRating, referencePlayer, PROGRESS_HIGHEST);
                            break;
                        }
                    }
                }
                break;
            }
            case ACHIEVEMENT_CRITERIA_TYPE_CURRENCY:
                if (!miscValue1 || !miscValue2)
                    continue;
                if (miscValue1 != achievementCriteria->currencyGain.currency)
                    continue;
                if (int64(miscValue2) < 0)
                    continue;
                SetCriteriaProgress(achievementCriteria, miscValue2, referencePlayer, PROGRESS_ACCUMULATE);
                break;
            // FIXME: not triggered in code as result, need to implement
            case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_RAID:
            case ACHIEVEMENT_CRITERIA_TYPE_WIN_ARENA:
            case ACHIEVEMENT_CRITERIA_TYPE_PLAY_ARENA:
            case ACHIEVEMENT_CRITERIA_TYPE_OWN_RANK:
            case ACHIEVEMENT_CRITERIA_TYPE_EARNED_PVP_TITLE:
            case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE_TYPE:
            case ACHIEVEMENT_CRITERIA_TYPE_TOTAL:
            case ACHIEVEMENT_CRITERIA_TYPE_SPENT_GOLD_GUILD_REPAIRS:
            case ACHIEVEMENT_CRITERIA_TYPE_REACH_GUILD_LEVEL:
            case ACHIEVEMENT_CRITERIA_TYPE_CRAFT_ITEMS_GUILD:
            case ACHIEVEMENT_CRITERIA_TYPE_CATCH_FROM_POOL:
            case ACHIEVEMENT_CRITERIA_TYPE_BUY_GUILD_BANK_SLOTS:
            case ACHIEVEMENT_CRITERIA_TYPE_EARN_GUILD_ACHIEVEMENT_POINTS:
            case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_BATTLEGROUND:
            case ACHIEVEMENT_CRITERIA_TYPE_REACH_BG_RATING:
            case ACHIEVEMENT_CRITERIA_TYPE_BUY_GUILD_TABARD:
            case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_GUILD:
            case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILLS_GUILD:
            case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE_TYPE_GUILD:
                break;                                   // Not implemented yet :(
        }
        if (IsCompletedCriteria(achievementCriteria, achievement))
            CompletedCriteriaFor(achievement, referencePlayer);
        // 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, referencePlayer);
        if (AchievementEntryList const* achRefList = sAchievementMgr->GetAchievementByReferencedId(achievement->ID))
            for (AchievementEntryList::const_iterator itr = achRefList->begin(); itr != achRefList->end(); ++itr)
                if (IsCompletedAchievement(*itr))
                    CompletedAchievement(*itr, referencePlayer);
    }
}
template
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 (sAchievementMgr->IsRealmCompleted(achievement))
            return false;
    }
    CriteriaProgress const* progress = GetCriteriaProgress(achievementCriteria);
    if (!progress)
        return false;
    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:
            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_DAILY_QUEST_DAILY:
            return progress->counter >= achievementCriteria->complete_daily_quest_daily.numberOfDays;
        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_BG_OBJECTIVE_CAPTURE:
            return progress->counter >= achievementCriteria->bg_objective.completeCount;
        case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL_AT_AREA:
            return progress->counter >= achievementCriteria->honorable_kill_at_area.killCount;
        case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL:
            return progress->counter >= 1;
        case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL:
        case ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL:
            return progress->counter >= achievementCriteria->honorable_kill.killCount;
        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_HIGHEST_PERSONAL_RATING:
            return progress->counter >= achievementCriteria->highest_personal_rating.PersonalRating;
        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_SPECIAL_PVP_KILL:
            return progress->counter >= achievementCriteria->special_pvp_kill.killCount;
        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_ACHIEVEMENT_POINTS:
            return progress->counter >= 9000;
        case ACHIEVEMENT_CRITERIA_TYPE_USE_LFD_TO_GROUP_WITH_PLAYERS:
            return progress->counter >= achievementCriteria->use_lfg.dungeonsComplete;
        case ACHIEVEMENT_CRITERIA_TYPE_GET_KILLING_BLOWS:
            return progress->counter >= achievementCriteria->get_killing_blow.killCount;
        case ACHIEVEMENT_CRITERIA_TYPE_CURRENCY:
            return progress->counter >= achievementCriteria->currencyGain.count;
        // 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_HIGHEST_TEAM_RATING:
        case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS:
        case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS:
        case ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS:
        case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_AT_BARBER:
        case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL:
        case ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL:
        case ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS:
        case ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION:
        case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID:
        case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD:
        case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED:
        case ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS:
        case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION:
        case ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION:
        case ACHIEVEMENT_CRITERIA_TYPE_KNOWN_FACTIONS:
        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_QUEST_ABANDONED:
        case ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN:
        case ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS:
        default:
            break;
    }
    return false;
}
template
void AchievementMgr::CompletedCriteriaFor(AchievementEntry const* achievement, Player* referencePlayer)
{
    // counter can never complete
    if (achievement->flags & ACHIEVEMENT_FLAG_COUNTER)
        return;
    // already completed and stored
    if (HasAchieved(achievement->ID))
        return;
    if (IsCompletedAchievement(achievement))
        CompletedAchievement(achievement, referencePlayer);
}
template
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 = sAchievementMgr->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;
            CriteriaProgress const* progress = GetCriteriaProgress(criteria);
            if (!progress)
                continue;
            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;
}
template
CriteriaProgress* AchievementMgr::GetCriteriaProgress(AchievementCriteriaEntry const* entry)
{
    CriteriaProgressMap::iterator iter = m_criteriaProgress.find(entry->ID);
    if (iter == m_criteriaProgress.end())
        return NULL;
    return &(iter->second);
}
template
void AchievementMgr::SetCriteriaProgress(AchievementCriteriaEntry const* entry, uint32 changeValue, Player* referencePlayer, ProgressType ptype)
{
    // Don't allow to cheat - doing timed achievements without timer active
    TimedAchievementMap::iterator timedIter = m_timedAchievements.find(entry->ID);
    if (entry->timeLimit && timedIter == m_timedAchievements.end())
        return;
    sLog->outDebug(LOG_FILTER_ACHIEVEMENTSYS, "AchievementMgr::SetCriteriaProgress(%u, %u) for (%s GUID: "UI64FMTD")", entry->ID, changeValue, GetLogNameForGuid(GetOwner()->GetGUID()), GetOwner()->GetGUID());
    CriteriaProgress* progress = GetCriteriaProgress(entry);
    if (!progress)
    {
        // not create record for 0 counter but allow it for timed achievements
        // we will need to send 0 progress to client to start the timer
        if (changeValue == 0 && !entry->timeLimit)
            return;
        progress = &m_criteriaProgress[entry->ID];
        progress->counter = changeValue;
    }
    else
    {
        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 && !entry->timeLimit)
            return;
        progress->counter = newValue;
    }
    progress->changed = true;
    progress->date = time(NULL); // set the date to the latest update.
    AchievementEntry const* achievement = sAchievementStore.LookupEntry(entry->referredAchievement);
    uint32 timeElapsed = 0;
    bool criteriaComplete = IsCompletedCriteria(entry, achievement);
    if (entry->timeLimit)
    {
        // Client expects this in packet
        timeElapsed = entry->timeLimit - (timedIter->second/IN_MILLISECONDS);
        // Remove the timer, we wont need it anymore
        if (criteriaComplete)
            m_timedAchievements.erase(timedIter);
    }
    if (criteriaComplete && achievement->flags & ACHIEVEMENT_FLAG_SHOW_CRITERIA_MEMBERS && !progress->CompletedGUID)
        progress->CompletedGUID = referencePlayer->GetGUID();
    SendCriteriaUpdate(entry, progress, timeElapsed, criteriaComplete);
}
template
void AchievementMgr::UpdateTimedAchievements(uint32 timeDiff)
{
    if (!m_timedAchievements.empty())
    {
        for (TimedAchievementMap::iterator itr = m_timedAchievements.begin(); itr != m_timedAchievements.end();)
        {
            // Time is up, remove timer and reset progress
            if (itr->second <= timeDiff)
            {
                AchievementCriteriaEntry const* entry = sAchievementCriteriaStore.LookupEntry(itr->first);
                RemoveCriteriaProgress(entry);
                m_timedAchievements.erase(itr++);
            }
            else
            {
                itr->second -= timeDiff;
                ++itr;
            }
        }
    }
}
template
void AchievementMgr::StartTimedAchievement(AchievementCriteriaTimedTypes /*type*/, uint32 /*entry*/, uint32 /*timeLost = 0*/)
{
}
template<>
void AchievementMgr::StartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry, uint32 timeLost /* = 0 */)
{
    AchievementCriteriaEntryList const& achievementCriteriaList = sAchievementMgr->GetTimedAchievementCriteriaByType(type);
    for (AchievementCriteriaEntryList::const_iterator i = achievementCriteriaList.begin(); i != achievementCriteriaList.end(); ++i)
    {
        if ((*i)->timedCriteriaMiscId != entry)
            continue;
        AchievementEntry const* achievement = sAchievementStore.LookupEntry((*i)->referredAchievement);
        if (m_timedAchievements.find((*i)->ID) == m_timedAchievements.end() && !IsCompletedCriteria(*i, achievement))
        {
            // Start the timer
            if ((*i)->timeLimit * IN_MILLISECONDS > timeLost)
            {
                m_timedAchievements[(*i)->ID] = (*i)->timeLimit * IN_MILLISECONDS - timeLost;
                // and at client too
                SetCriteriaProgress(*i, 0, GetOwner(), PROGRESS_SET);
            }
        }
    }
}
template
void AchievementMgr::RemoveTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry)
{
    AchievementCriteriaEntryList const& achievementCriteriaList = sAchievementMgr->GetTimedAchievementCriteriaByType(type);
    for (AchievementCriteriaEntryList::const_iterator i = achievementCriteriaList.begin(); i!=achievementCriteriaList.end(); ++i)
    {
        if ((*i)->timedCriteriaMiscId != entry)
            continue;
        TimedAchievementMap::iterator timedIter = m_timedAchievements.find((*i)->ID);
        // We don't have timer for this achievement
        if (timedIter == m_timedAchievements.end())
            continue;
        // remove progress
        RemoveCriteriaProgress(*i);
        // Remove the timer
        m_timedAchievements.erase(timedIter);
    }
}
template
void AchievementMgr::CompletedAchievement(AchievementEntry const* achievement, Player* referencePlayer)
{
    sLog->outDetail("AchievementMgr::CompletedAchievement(%u)", achievement->ID);
    // disable for gamemasters with GM-mode enabled
    if (_owner->isGameMaster())
        return;
    if (achievement->flags & ACHIEVEMENT_FLAG_COUNTER || HasAchieved(achievement->ID))
        return;
    if (!GetOwner()->GetSession()->PlayerLoading())
        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))
        sAchievementMgr->SetRealmCompleted(achievement);
    UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT, 0, 0, NULL, referencePlayer);
    UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_ACHIEVEMENT_POINTS, achievement->points, 0, NULL, referencePlayer);
    // reward items and titles if any
    AchievementReward const* reward = sAchievementMgr->GetAchievementReward(achievement);
    // no rewards
    if (!reward)
        return;
    // titles
    //! Currently there's only one achievement that deals with gender-specific titles.
    //! Since no common attributes were found, (not even in titleRewardFlags field)
    //! we explicitly check by ID. Maybe in the future we could move the achievement_reward
    //! condition fields to the condition system.
    if (uint32 titleId = reward->titleId[achievement->ID == 1793 ? GetOwner()->getGender() : (GetOwner()->GetTeam() == ALLIANCE ? 0 : 1)])
        if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(titleId))
            GetOwner()->SetTitle(titleEntry);
    // mail
    if (reward->sender)
    {
        Item* item = reward->itemId ? Item::CreateItem(reward->itemId, 1, GetOwner()) : NULL;
        int loc_idx = GetOwner()->GetSession()->GetSessionDbLocaleIndex();
        // subject and text
        std::string subject = reward->subject;
        std::string text = reward->text;
        if (loc_idx >= 0)
        {
            if (AchievementRewardLocale const* loc = sAchievementMgr->GetAchievementRewardLocale(achievement))
            {
                ObjectMgr::GetLocaleString(loc->subject, loc_idx, subject);
                ObjectMgr::GetLocaleString(loc->text, loc_idx, text);
            }
        }
        MailDraft draft(subject, text);
        SQLTransaction trans = CharacterDatabase.BeginTransaction();
        if (item)
        {
            // save new item before send
            item->SaveToDB(trans);                               // save for prevent lost at next mail load, if send fail then item will deleted
            // item
            draft.AddItem(item);
        }
        draft.SendMailTo(trans, GetOwner(), MailSender(MAIL_CREATURE, reward->sender));
        CharacterDatabase.CommitTransaction(trans);
    }
}
template<>
void AchievementMgr::CompletedAchievement(AchievementEntry const* achievement, Player* referencePlayer)
{
    sLog->outDetail("AchievementMgr::CompletedAchievement(%u)", achievement->ID);
    if (achievement->flags & ACHIEVEMENT_FLAG_COUNTER || HasAchieved(achievement->ID))
        return;
    SendAchievementEarned(achievement);
    CompletedAchievementData& ca = m_completedAchievements[achievement->ID];
    ca.date = time(NULL);
    ca.changed = true;
    if (achievement->flags & ACHIEVEMENT_FLAG_SHOW_GUILD_MEMBERS)
    {
        if (referencePlayer->GetGuildId() == GetOwner()->GetId())
            ca.guids.insert(referencePlayer->GetGUID());
        if (Group const* group = referencePlayer->GetGroup())
            for (GroupReference const* ref = group->GetFirstMember(); ref != NULL; ref = ref->next())
                if (Player const* groupMember = ref->getSource())
                    if (groupMember->GetGuildId() == GetOwner()->GetId())
                        ca.guids.insert(groupMember->GetGUID());
    }
    sAchievementMgr->SetRealmCompleted(achievement);
    UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT, 0, 0, NULL, referencePlayer);
    UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_ACHIEVEMENT_POINTS, achievement->points, 0, NULL, referencePlayer);
}
struct VisibleAchievementPred
{
    bool operator()(CompletedAchievementMap::value_type const& val)
    {
        AchievementEntry const* achievement = sAchievementStore.LookupEntry(val.first);
        return achievement && !(achievement->flags & ACHIEVEMENT_FLAG_HIDDEN);
    }
};
template
void AchievementMgr::SendAllAchievementData(Player* /*receiver*/) const
{
    VisibleAchievementPred isVisible;
    size_t numCriteria = m_criteriaProgress.size();
    size_t numAchievements = std::count_if(m_completedAchievements.begin(), m_completedAchievements.end(), isVisible);
    ByteBuffer criteriaData(numCriteria * (4 + 4 + 4 + 4 + 8 + 8));
    ObjectGuid guid = GetOwner()->GetGUID();
    ObjectGuid counter;
    WorldPacket data(SMSG_ALL_ACHIEVEMENT_DATA, 4 + numAchievements * (4 + 4) + 4 + numCriteria * (4 + 4 + 4 + 4 + 8 + 8));
    data.WriteBits(numCriteria, 21);
    for (CriteriaProgressMap::const_iterator itr = m_criteriaProgress.begin(); itr != m_criteriaProgress.end(); ++itr)
    {
        counter = uint64(itr->second.counter);
        data.WriteBit(guid[4]);
        data.WriteBit(counter[3]);
        data.WriteBit(guid[5]);
        data.WriteBit(counter[0]);
        data.WriteBit(counter[6]);
        data.WriteBit(guid[3]);
        data.WriteBit(guid[0]);
        data.WriteBit(counter[4]);
        data.WriteBit(guid[2]);
        data.WriteBit(counter[7]);
        data.WriteBit(guid[7]);
        data.WriteBits(0u, 2);
        data.WriteBit(guid[6]);
        data.WriteBit(counter[2]);
        data.WriteBit(counter[1]);
        data.WriteBit(counter[5]);
        data.WriteBit(guid[1]);
        criteriaData.WriteByteSeq(guid[3]);
        criteriaData.WriteByteSeq(counter[5]);
        criteriaData.WriteByteSeq(counter[6]);
        criteriaData.WriteByteSeq(guid[4]);
        criteriaData.WriteByteSeq(guid[6]);
        criteriaData.WriteByteSeq(counter[2]);
        criteriaData << uint32(0); // timer 2
        criteriaData.WriteByteSeq(guid[2]);
        criteriaData << uint32(itr->first); // criteria id
        criteriaData.WriteByteSeq(guid[5]);
        criteriaData.WriteByteSeq(counter[0]);
        criteriaData.WriteByteSeq(counter[3]);
        criteriaData.WriteByteSeq(counter[1]);
        criteriaData.WriteByteSeq(counter[4]);
        criteriaData.WriteByteSeq(guid[0]);
        criteriaData.WriteByteSeq(guid[7]);
        criteriaData.WriteByteSeq(counter[7]);
        criteriaData << uint32(0); // timer 1
        criteriaData << uint32(secsToTimeBitFields(itr->second.date));  // criteria date
        criteriaData.WriteByteSeq(guid[1]);
    }
    data.WriteBits(numAchievements, 23);
    data.FlushBits();
    data.append(criteriaData);
    for (CompletedAchievementMap::const_iterator itr = m_completedAchievements.begin(); itr != m_completedAchievements.end(); ++itr)
    {
        if (!isVisible(*itr))
            continue;
        data << uint32(itr->first);
        data << uint32(secsToTimeBitFields(itr->second.date));
    }
    SendPacket(&data);
}
template<>
void AchievementMgr::SendAllAchievementData(Player* receiver) const
{
    WorldPacket data(SMSG_GUILD_ACHIEVEMENT_DATA, m_completedAchievements.size() * (4 + 4) + 4);
    data.WriteBits(m_completedAchievements.size(), 23);
    for (CompletedAchievementMap::const_iterator itr = m_completedAchievements.begin(); itr != m_completedAchievements.end(); ++itr)
    {
        data << uint32(secsToTimeBitFields(itr->second.date));
        data << uint32(itr->first);
    }
    receiver->GetSession()->SendPacket(&data);
}
template
void AchievementMgr::SendAchievementInfo(Player* receiver, uint32 achievementId /*= 0*/) const
{
}
template<>
void AchievementMgr::SendAchievementInfo(Player* receiver, uint32 /*achievementId = 0 */) const
{
    ObjectGuid guid = GetOwner()->GetGUID();
    ObjectGuid counter;
    VisibleAchievementPred isVisible;
    size_t numCriteria = m_criteriaProgress.size();
    size_t numAchievements = std::count_if(m_completedAchievements.begin(), m_completedAchievements.end(), isVisible);
    ByteBuffer criteriaData(numCriteria * (0));
    WorldPacket data(SMSG_RESPOND_INSPECT_ACHIEVEMENTS, 1 + 8 + 3 + 3 + numAchievements * (4 + 4) + numCriteria * (0));
    data.WriteBit(guid[7]);
    data.WriteBit(guid[4]);
    data.WriteBit(guid[1]);
    data.WriteBits(numAchievements, 23);
    data.WriteBit(guid[0]);
    data.WriteBit(guid[3]);
    data.WriteBits(numCriteria, 21);
    data.WriteBit(guid[2]);
    for (CriteriaProgressMap::const_iterator itr = m_criteriaProgress.begin(); itr != m_criteriaProgress.end(); ++itr)
    {
        counter = itr->second.counter;
        data.WriteBit(counter[5]);
        data.WriteBit(counter[3]);
        data.WriteBit(guid[1]);
        data.WriteBit(guid[4]);
        data.WriteBit(guid[2]);
        data.WriteBit(counter[6]);
        data.WriteBit(guid[0]);
        data.WriteBit(counter[4]);
        data.WriteBit(counter[1]);
        data.WriteBit(counter[2]);
        data.WriteBit(guid[3]);
        data.WriteBit(guid[7]);
        data.WriteBits(0, 2);           // criteria progress flags
        data.WriteBit(counter[0]);
        data.WriteBit(guid[5]);
        data.WriteBit(guid[6]);
        data.WriteBit(counter[7]);
        criteriaData.WriteByteSeq(guid[3]);
        criteriaData.WriteByteSeq(counter[4]);
        criteriaData << uint32(0);      // timer 1
        criteriaData.WriteByteSeq(guid[1]);
        criteriaData << uint32(secsToTimeBitFields(itr->second.date));
        criteriaData.WriteByteSeq(counter[3]);
        criteriaData.WriteByteSeq(counter[7]);
        criteriaData.WriteByteSeq(guid[5]);
        criteriaData.WriteByteSeq(counter[0]);
        criteriaData.WriteByteSeq(guid[4]);
        criteriaData.WriteByteSeq(guid[2]);
        criteriaData.WriteByteSeq(guid[6]);
        criteriaData.WriteByteSeq(guid[7]);
        criteriaData.WriteByteSeq(counter[6]);
        criteriaData << uint32(itr->first);
        criteriaData << uint32(0);      // timer 2
        criteriaData.WriteByteSeq(counter[1]);
        criteriaData.WriteByteSeq(counter[5]);
        criteriaData.WriteByteSeq(guid[0]);
        criteriaData.WriteByteSeq(counter[2]);
    }
    data.WriteBit(guid[6]);
    data.WriteBit(guid[5]);
    data.FlushBits();
    data.append(criteriaData);
    data.WriteByteSeq(guid[1]);
    data.WriteByteSeq(guid[6]);
    data.WriteByteSeq(guid[3]);
    data.WriteByteSeq(guid[0]);
    data.WriteByteSeq(guid[2]);
    for (CompletedAchievementMap::const_iterator itr = m_completedAchievements.begin(); itr != m_completedAchievements.end(); ++itr)
    {
        if (!isVisible(*itr))
            continue;
        data << uint32(itr->first);
        data << uint32(secsToTimeBitFields(itr->second.date));
    }
    data.WriteByteSeq(guid[7]);
    data.WriteByteSeq(guid[4]);
    data.WriteByteSeq(guid[5]);
    receiver->GetSession()->SendPacket(&data);
}
template<>
void AchievementMgr::SendAchievementInfo(Player* receiver, uint32 achievementId /*= 0*/) const
{
    //will send response to criteria progress request
    AchievementCriteriaEntryList const* criteria = sAchievementMgr->GetAchievementCriteriaByAchievement(achievementId);
    if (!criteria)
    {
        // send empty packet
        WorldPacket data(SMSG_GUILD_CRITERIA_DATA, 3);
        data.WriteBits(0, 21);
        receiver->GetSession()->SendPacket(&data);
        return;
    }
    ObjectGuid counter;
    ObjectGuid guid;
    uint32 numCriteria = 0;
    ByteBuffer criteriaData(criteria->size() * (8 + 8 + 4 + 4 + 4));
    ByteBuffer criteriaBits(criteria->size() * (8 + 8) / 8);
    for (AchievementCriteriaEntryList::const_iterator itr = criteria->begin(); itr != criteria->end(); ++itr)
    {
        uint32 criteriaId = (*itr)->ID;
        CriteriaProgressMap::const_iterator progress = m_criteriaProgress.find(criteriaId);
        if (progress == m_criteriaProgress.end())
            continue;
        ++numCriteria;
    }
    criteriaBits.WriteBits(numCriteria, 21);
    for (AchievementCriteriaEntryList::const_iterator itr = criteria->begin(); itr != criteria->end(); ++itr)
    {
        uint32 criteriaId = (*itr)->ID;
        CriteriaProgressMap::const_iterator progress = m_criteriaProgress.find(criteriaId);
        if (progress == m_criteriaProgress.end())
            continue;
        counter = progress->second.counter;
        guid = progress->second.CompletedGUID;
        criteriaBits.WriteBit(counter[4]);
        criteriaBits.WriteBit(counter[1]);
        criteriaBits.WriteBit(guid[2]);
        criteriaBits.WriteBit(counter[3]);
        criteriaBits.WriteBit(guid[1]);
        criteriaBits.WriteBit(counter[5]);
        criteriaBits.WriteBit(counter[0]);
        criteriaBits.WriteBit(guid[3]);
        criteriaBits.WriteBit(counter[2]);
        criteriaBits.WriteBit(guid[7]);
        criteriaBits.WriteBit(guid[5]);
        criteriaBits.WriteBit(guid[0]);
        criteriaBits.WriteBit(counter[6]);
        criteriaBits.WriteBit(guid[6]);
        criteriaBits.WriteBit(counter[7]);
        criteriaBits.WriteBit(guid[4]);
        criteriaData.WriteByteSeq(guid[5]);
        criteriaData << uint32(progress->second.date);      // unknown date
        criteriaData.WriteByteSeq(counter[3]);
        criteriaData.WriteByteSeq(counter[7]);
        criteriaData << uint32(progress->second.date);      // unknown date
        criteriaData.WriteByteSeq(counter[6]);
        criteriaData.WriteByteSeq(guid[4]);
        criteriaData.WriteByteSeq(guid[1]);
        criteriaData.WriteByteSeq(counter[4]);
        criteriaData.WriteByteSeq(guid[3]);
        criteriaData.WriteByteSeq(counter[0]);
        criteriaData.WriteByteSeq(guid[2]);
        criteriaData.WriteByteSeq(counter[1]);
        criteriaData.WriteByteSeq(guid[6]);
        criteriaData << uint32(progress->second.date);      // last update time (not packed!)
        criteriaData << uint32(criteriaId);
        criteriaData.WriteByteSeq(counter[5]);
        criteriaData << uint32(0);
        criteriaData.WriteByteSeq(guid[7]);
        criteriaData.WriteByteSeq(counter[2]);
        criteriaData.WriteByteSeq(guid[0]);
    }
    WorldPacket data(SMSG_GUILD_CRITERIA_DATA, criteriaBits.size() + criteriaData.size());
    data.append(criteriaBits);
    if (numCriteria)
        data.append(criteriaData);
    receiver->GetSession()->SendPacket(&data);
}
template
bool AchievementMgr::HasAchieved(uint32 achievementId) const
{
    return m_completedAchievements.find(achievementId) != m_completedAchievements.end();
}
template
bool AchievementMgr::CanUpdateCriteria(AchievementCriteriaEntry const* criteria, AchievementEntry const* achievement, uint64 miscValue1, uint64 /*miscValue2*/, Unit* unit, Player* referencePlayer)
{
    if (DisableMgr::IsDisabledFor(DISABLE_TYPE_ACHIEVEMENT_CRITERIA, criteria->ID, NULL))
        return false;
    if (achievement->mapID != -1 && referencePlayer->GetMapId() != uint32(achievement->mapID))
        return false;
    // don't update already completed criteria
    if (IsCompletedCriteria(criteria, achievement))
        return false;
    if ((achievement->requiredFaction == ACHIEVEMENT_FACTION_HORDE    && referencePlayer->GetTeam() != HORDE) ||
        (achievement->requiredFaction == ACHIEVEMENT_FACTION_ALLIANCE && referencePlayer->GetTeam() != ALLIANCE))
        return false;
    for (uint32 i = 0; i < MAX_CRITERIA_REQUIREMENTS; ++i)
    {
        if (!criteria->additionalRequirements[i].additionalRequirement_type)
            continue;
        switch (criteria->additionalRequirements[i].additionalRequirement_type)
        {
            case ACHIEVEMENT_CRITERIA_CONDITION_BG_MAP:
                if (referencePlayer->GetMapId() != criteria->additionalRequirements[i].additionalRequirement_value)
                    return false;
                break;
            case ACHIEVEMENT_CRITERIA_CONDITION_NOT_IN_GROUP:
                if (referencePlayer->GetGroup())
                    return false;
                break;
            default:
                break;
        }
    }
    // additional conditions
    for (int8 i = 0; i < MAX_ADDITIONAL_CRITERIA_CONDITIONS; ++i)
    {
        if (!criteria->additionalConditionType[i])
            continue;
        uint32 value = criteria->additionalConditionValue[i];
        switch (criteria->additionalConditionType[i])
        {
            case ACHIEVEMENT_CRITERIA_ADDITIONAL_CONDITION_TARGET_MUST_BE_PLAYER:
                if (!unit || !unit->ToPlayer())
                    return false;
                break;
            case ACHIEVEMENT_CRITERIA_ADDITIONAL_CONDITION_TARGET_MUST_BE_DEAD:
                if (!unit || unit->isAlive())
                    return false;
                break;
            case ACHIEVEMENT_CRITERIA_ADDITIONAL_CONDITION_TARGET_MUST_BE_MOUNTED:
                if (!unit || !unit->IsMounted())
                    return false;
                break;
            case ACHIEVEMENT_CRITERIA_ADDITIONAL_CONDITION_MAP_DIFFICULTY:
                if (uint32(referencePlayer->GetMap()->GetDifficulty()) != value)
                    return false;
                break;
            case ACHIEVEMENT_CRITERIA_ADDITIONAL_CONDITION_SOURCE_MAP:
                if (referencePlayer->GetMapId() != value)
                    return false;
                break;
            case ACHIEVEMENT_CRITERIA_ADDITIONAL_CONDITION_SOURCE_ZONE:
                if (referencePlayer->GetZoneId() != value)
                    return false;
                break;
            case ACHIEVEMENT_CRITERIA_ADDITIONAL_CONDITION_SOURCE_AREA:
                if (referencePlayer->GetAreaId() != value)
                    return false;
                break;
            case ACHIEVEMENT_CRITERIA_ADDITIONAL_CONDITION_TARGET_MUST_BE_ENEMY:
                if (!unit)
                    return false;
                if (const Player* player = unit->ToPlayer())
                    if (player->GetTeam() == referencePlayer->GetTeam())
                        return false;
                break;
            case ACHIEVEMENT_CRITERIA_ADDITIONAL_CONDITION_TARGET_CREATURE_ENTRY:
                if (!unit || !unit->ToCreature())
                    return false;
                if (unit->ToCreature()->GetEntry() != value)
                    return false;
                break;
            case ACHIEVEMENT_CRITERIA_ADDITIONAL_CONDITION_SOURCE_HAS_AURA:
                if (!referencePlayer->HasAura(value))
                    return false;
                break;
            case ACHIEVEMENT_CRITERIA_ADDITIONAL_CONDITION_TARGET_HAS_AURA:
                if (!unit || !unit->HasAura(value))
                    return false;
            case ACHIEVEMENT_CRITERIA_ADDITIONAL_CONDITION_ITEM_QUALITY_MIN:
                if (ItemTemplate const * itemProto = sObjectMgr->GetItemTemplate(miscValue1))
                    if (itemProto->Quality < value)
                        return false;
                break;
            case ACHIEVEMENT_CRITERIA_ADDITIONAL_CONDITION_ITEM_QUALITY_EQUALS:
                if (ItemTemplate const * itemProto = sObjectMgr->GetItemTemplate(miscValue1))
                    if (itemProto->Quality < value)
                        return false;
                break;
            case ACHIEVEMENT_CRITERIA_ADDITIONAL_CONDITION_SOURCE_RACE:
                if (referencePlayer->getRace() != value)
                    return false;
                break;
            case ACHIEVEMENT_CRITERIA_ADDITIONAL_CONDITION_SOURCE_CLASS:
                if (referencePlayer->getClass() != value)
                    return false;
                break;
            case ACHIEVEMENT_CRITERIA_ADDITIONAL_CONDITION_TARGET_RACE:
                if (!unit || !unit->ToPlayer())
                    break;
                if (unit->ToPlayer()->getRace() != value)
                    return false;
                break;
            case ACHIEVEMENT_CRITERIA_ADDITIONAL_CONDITION_TARGET_CLASS:
                if (!unit || !unit->ToPlayer())
                    break;
                if (unit->ToPlayer()->getClass() != value)
                    return false;
                break;
            case ACHIEVEMENT_CRITERIA_ADDITIONAL_CONDITION_MAX_GROUP_MEMBERS:
                if (referencePlayer->GetGroup() && referencePlayer->GetGroup()->GetMembersCount() >= value)
                    return false;
                break;
            case ACHIEVEMENT_CRITERIA_ADDITIONAL_CONDITION_TARGET_CREATURE_TYPE:
                if (!unit || !unit->ToCreature())
                    return false;
                if (unit->ToCreature()->GetCreatureType() != value)
                    return false;
                break;
            case ACHIEVEMENT_CRITERIA_ADDITIONAL_CONDITION_SOURCE_LEVEL:
                if (referencePlayer->getLevel() != value)
                    return false;
                break;
            case ACHIEVEMENT_CRITERIA_ADDITIONAL_CONDITION_TARGET_LEVEL:
                if (!unit || unit->getLevel() != value)
                    return false;
                break;
            case ACHIEVEMENT_CRITERIA_ADDITIONAL_CONDITION_TARGET_HEALTH_PERCENT_BELOW:
                if (!unit || unit->GetHealthPct() >= value)
                    return false;
                break;
            // generic, compare miscValue1 with DBC value
            case ACHIEVEMENT_CRITERIA_ADDITIONAL_CONDITION_TITLE_BIT_INDEX:
                if (miscValue1 != value)
                    return false;
                break;
            default:
                break;
        }
    }
    return true;
}
template class AchievementMgr;
template class AchievementMgr;
//==========================================================
void AchievementGlobalMgr::LoadAchievementCriteriaList()
{
    uint32 oldMSTime = getMSTime();
    if (sAchievementCriteriaStore.GetNumRows() == 0)
    {
        sLog->outErrorDb(">> Loaded 0 achievement criteria.");
        sLog->outString();
        return;
    }
    uint32 criterias = 0;
    uint32 guildCriterias = 0;
    for (uint32 entryId = 0; entryId < sAchievementCriteriaStore.GetNumRows(); ++entryId)
    {
        AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(entryId);
        if (!criteria)
            continue;
        AchievementEntry const* achievement = sAchievementStore.LookupEntry(criteria->referredAchievement);
        m_AchievementCriteriaListByAchievement[criteria->referredAchievement].push_back(criteria);
        if (achievement && achievement->flags & ACHIEVEMENT_FLAG_GUILD)
            ++guildCriterias, m_GuildAchievementCriteriasByType[criteria->requiredType].push_back(criteria);
        else
            ++criterias, m_AchievementCriteriasByType[criteria->requiredType].push_back(criteria);
        if (criteria->timeLimit)
            m_AchievementCriteriasByTimedType[criteria->timedCriteriaStartType].push_back(criteria);
    }
    sLog->outString(">> Loaded %u achievement criteria and %u guild achievement crieteria in %u ms", criterias, guildCriterias, GetMSTimeDiffToNow(oldMSTime));
    sLog->outString();
}
void AchievementGlobalMgr::LoadAchievementReferenceList()
{
    uint32 oldMSTime = getMSTime();
    if (sAchievementStore.GetNumRows() == 0)
    {
        sLog->outString(">> Loaded 0 achievement references.");
        sLog->outString();
        return;
    }
    uint32 count = 0;
    for (uint32 entryId = 0; entryId < sAchievementStore.GetNumRows(); ++entryId)
    {
        AchievementEntry const* achievement = sAchievementStore.LookupEntry(entryId);
        if (!achievement || !achievement->refAchievement)
            continue;
        m_AchievementListByReferencedId[achievement->refAchievement].push_back(achievement);
        ++count;
    }
    // Once Bitten, Twice Shy (10 player) - Icecrown Citadel
    if (AchievementEntry const* achievement = sAchievementStore.LookupEntry(4539))
        const_cast(achievement)->mapID = 631;    // Correct map requirement (currently has Ulduar)
    sLog->outString(">> Loaded %u achievement references in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
    sLog->outString();
}
void AchievementGlobalMgr::LoadAchievementCriteriaData()
{
    uint32 oldMSTime = getMSTime();
    m_criteriaDataMap.clear();                              // need for reload case
    QueryResult result = WorldDatabase.Query("SELECT criteria_id, type, value1, value2, ScriptName FROM achievement_criteria_data");
    if (!result)
    {
        sLog->outString(">> Loaded 0 additional achievement criteria data. DB table `achievement_criteria_data` is empty.");
        sLog->outString();
        return;
    }
    uint32 count = 0;
    do
    {
        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` has data for non-existing criteria (Entry: %u), ignore.", criteria_id);
            continue;
        }
        uint32 dataType = fields[1].GetUInt8();
        const char* scriptName = fields[4].GetCString();
        uint32 scriptId = 0;
        if (strcmp(scriptName, "")) // not empty
        {
            if (dataType != ACHIEVEMENT_CRITERIA_DATA_TYPE_SCRIPT)
                sLog->outErrorDb("Table `achievement_criteria_data` has ScriptName set for non-scripted data type (Entry: %u, type %u), useless data.", criteria_id, dataType);
            else
                scriptId = sObjectMgr->GetScriptId(scriptName);
        }
        AchievementCriteriaData data(dataType, fields[2].GetUInt32(), fields[3].GetUInt32(), scriptId);
        if (!data.IsValid(criteria))
            continue;
        // this will allocate empty data set storage
        AchievementCriteriaDataSet& dataSet = m_criteriaDataMap[criteria_id];
        dataSet.SetCriteriaId(criteria_id);
        // 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:          // any cases
                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
                if (achievement->ID == 1282)
                    break;
                continue;
            }
            case ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING:
                break;                                      // any cases
            case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET: // any cases
                break;
            case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL:      // any cases
                break;
            case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA: // need skip generic cases
                if (criteria->additionalRequirements[0].additionalRequirement_type != ACHIEVEMENT_CRITERIA_CONDITION_NO_LOSE)
                    continue;
                break;
            case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM: // any cases
                break;
            case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT:
                break;                                      // any cases
            case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT:
                break;                                      // any cases
            case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE:        // need skip generic cases
                if (criteria->do_emote.count == 0)
                    continue;
                break;
            case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2:
                break;                                      // any cases
            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;
            case ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE:
                break;                                      // any cases
            case ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL:
                break;                                      // any cases
            case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL:  // any cases
                break;
            case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST:
            case ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM:        // only Children's Week achievements
            {
                AchievementEntry const* achievement = sAchievementStore.LookupEntry(criteria->referredAchievement);
                if (!achievement)
                    continue;
                if (achievement->categoryId != CATEGORY_CHILDRENS_WEEK)
                    continue;
                break;
            }
            case ACHIEVEMENT_CRITERIA_TYPE_GET_KILLING_BLOWS:
                break;
            default:                                        // type not use DB data, ignore
                continue;
        }
        if (!GetCriteriaDataSet(criteria) && !DisableMgr::IsDisabledFor(DISABLE_TYPE_ACHIEVEMENT_CRITERIA, entryId, NULL))
            sLog->outErrorDb("Table `achievement_criteria_data` does not have expected data for criteria (Entry: %u Type: %u) for achievement %u.", criteria->ID, criteria->requiredType, criteria->referredAchievement);
    }
    sLog->outString(">> Loaded %u additional achievement criteria data in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
    sLog->outString();
}
void AchievementGlobalMgr::LoadCompletedAchievements()
{
    uint32 oldMSTime = getMSTime();
    QueryResult result = CharacterDatabase.Query("SELECT achievement FROM character_achievement GROUP BY achievement");
    if (!result)
    {
        sLog->outString(">> Loaded 0 completed achievements. DB table `character_achievement` is empty.");
        sLog->outString();
        return;
    }
    do
    {
        Field* fields = result->Fetch();
        uint16 achievementId = fields[0].GetUInt16();
        const AchievementEntry* achievement = sAchievementStore.LookupEntry(achievementId);
        if (!achievement)
        {
            // Remove non existent achievements from all characters
            sLog->outError("Non-existing achievement %u data removed from table `character_achievement`.", achievementId);
            PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_INVALID_ACHIEVMENT);
            stmt->setUInt16(0, uint16(achievementId));
            CharacterDatabase.Execute(stmt);
            continue;
        }
        else if (achievement->flags & (ACHIEVEMENT_FLAG_REALM_FIRST_REACH | ACHIEVEMENT_FLAG_REALM_FIRST_KILL))
            m_allCompletedAchievements.insert(achievementId);
    } while (result->NextRow());
    sLog->outString(">> Loaded %lu completed achievements in %u ms", (unsigned long)m_allCompletedAchievements.size(), GetMSTimeDiffToNow(oldMSTime));
    sLog->outString();
}
void AchievementGlobalMgr::LoadRewards()
{
    uint32 oldMSTime = getMSTime();
    m_achievementRewards.clear();                           // need for reload case
    //                                                0      1        2        3     4       5        6
    QueryResult result = WorldDatabase.Query("SELECT entry, title_A, title_H, item, sender, subject, text FROM achievement_reward");
    if (!result)
    {
        sLog->outErrorDb(">> Loaded 0 achievement rewards. DB table `achievement_reward` is empty.");
        sLog->outString();
        return;
    }
    uint32 count = 0;
    do
    {
        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].GetString();
        reward.text       = fields[6].GetString();
        // 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->requiredFaction == ACHIEVEMENT_FACTION_ANY && ((reward.titleId[0] == 0) != (reward.titleId[1] == 0)))
            sLog->outErrorDb("Table `achievement_reward` (Entry: %u) has title (A: %u H: %u) for only one team.", 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 (!sObjectMgr->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) does not have sender data but has item reward, item will not be rewarded.", entry);
            if (!reward.subject.empty())
                sLog->outErrorDb("Table `achievement_reward` (Entry: %u) does not have sender data but has mail subject.", entry);
            if (!reward.text.empty())
                sLog->outErrorDb("Table `achievement_reward` (Entry: %u) does not have sender data but has mail text.", entry);
        }
        if (reward.itemId)
        {
            if (!sObjectMgr->GetItemTemplate(reward.itemId))
            {
                sLog->outErrorDb("Table `achievement_reward` (Entry: %u) has invalid item id %u, reward mail will not contain item.", entry, reward.itemId);
                reward.itemId = 0;
            }
        }
        m_achievementRewards[entry] = reward;
        ++count;
    }
    while (result->NextRow());
    sLog->outString(">> Loaded %u achievement rewards in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
    sLog->outString();
}
void AchievementGlobalMgr::LoadRewardLocales()
{
    uint32 oldMSTime = getMSTime();
    m_achievementRewardLocales.clear();                       // need for reload case
    QueryResult 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)
    {
        sLog->outString(">> Loaded 0 achievement reward locale strings.  DB table `locales_achievement_reward` is empty");
        sLog->outString();
        return;
    }
    do
    {
        Field* fields = result->Fetch();
        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 non-existing achievement reward.", entry);
            continue;
        }
        AchievementRewardLocale& data = m_achievementRewardLocales[entry];
        for (int i = 1; i < TOTAL_LOCALES; ++i)
        {
            LocaleConstant locale = (LocaleConstant) i;
            ObjectMgr::AddLocaleString(fields[1 + 2 * (i - 1)].GetString(), locale, data.subject);
            ObjectMgr::AddLocaleString(fields[1 + 2 * (i - 1) + 1].GetString(), locale, data.text);
        }
    } while (result->NextRow());
    sLog->outString(">> Loaded %lu achievement reward locale strings in %u ms", (unsigned long)m_achievementRewardLocales.size(), GetMSTimeDiffToNow(oldMSTime));
    sLog->outString();
}