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/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "Common.h"
#include "DBCEnums.h"
#include "ObjectMgr.h"
#include "World.h"
#include "WorldPacket.h"
#include "Database/DatabaseEnv.h"
#include "Policies/SingletonImp.h"
#include "AchievementMgr.h"
#include "ArenaTeam.h"
#include "CellImpl.h"
#include "GameEventMgr.h"
#include "GridNotifiersImpl.h"
#include "Guild.h"
#include "Language.h"
#include "Player.h"
#include "ProgressBar.h"
#include "SpellMgr.h"
#include "MapManager.h"
#include "BattleGround.h"
#include "BattleGroundAB.h"
#include "Map.h"
#include "InstanceData.h"
INSTANTIATE_SINGLETON_1(AchievementGlobalMgr);
namespace Trinity
{
class AchievementChatBuilder
{
public:
AchievementChatBuilder(Player const& pl, ChatMsg msgtype, int32 textId, uint32 ach_id)
: i_player(pl), i_msgtype(msgtype), i_textId(textId), i_achievementId(ach_id) {}
void operator()(WorldPacket& data, int32 loc_idx)
{
char const* text = objmgr.GetTrinityString(i_textId,loc_idx);
data << uint8(i_msgtype);
data << uint32(LANG_UNIVERSAL);
data << uint64(i_player.GetGUID());
data << uint32(5);
data << uint64(i_player.GetGUID());
data << uint32(strlen(text)+1);
data << text;
data << uint8(0);
data << uint32(i_achievementId);
}
private:
Player const& i_player;
ChatMsg i_msgtype;
int32 i_textId;
uint32 i_achievementId;
};
} // namespace Trinity
bool AchievementCriteriaData::IsValid(AchievementCriteriaEntry const* criteria)
{
if (dataType >= MAX_ACHIEVEMENT_CRITERIA_DATA_TYPE)
{
sLog.outErrorDb("Table `achievement_criteria_data` for criteria (Entry: %u) have wrong data type (%u), ignore.", criteria->ID,dataType);
return false;
}
switch(criteria->requiredType)
{
case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE:
case ACHIEVEMENT_CRITERIA_TYPE_WIN_BG:
case ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING:
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST: // only hardcoded list
case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL:
case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA:
case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE:
case ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL:
case ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL:
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE:
case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2:
case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET:
case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2:
case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM:
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT:
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT:
break;
default:
sLog.outErrorDb("Table `achievement_criteria_data` have data for not supported criteria type (Entry: %u Type: %u), ignore.", criteria->ID, criteria->requiredType);
return false;
}
switch(dataType)
{
case ACHIEVEMENT_CRITERIA_DATA_TYPE_NONE:
case ACHIEVEMENT_CRITERIA_DATA_TYPE_VALUE:
case ACHIEVEMENT_CRITERIA_DATA_TYPE_DISABLED:
case ACHIEVEMENT_CRITERIA_DATA_INSTANCE_SCRIPT:
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_CREATURE:
if (!creature.id || !objmgr.GetCreatureTemplate(creature.id))
{
sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_CREATURE (%u) have not existed creature id in value1 (%u), ignore.",
criteria->ID, criteria->requiredType,dataType,creature.id);
return false;
}
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_CLASS_RACE:
if (!classRace.class_id && !classRace.race_id)
{
sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_PLAYER_CLASS_RACE (%u) must have not 0 in one from value fields, ignore.",
criteria->ID, criteria->requiredType,dataType);
return false;
}
if (classRace.class_id && ((1 << (classRace.class_id-1)) & CLASSMASK_ALL_PLAYABLE) == 0)
{
sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_CREATURE (%u) have not existed class in value1 (%u), ignore.",
criteria->ID, criteria->requiredType,dataType,classRace.class_id);
return false;
}
if (classRace.race_id && ((1 << (classRace.race_id-1)) & RACEMASK_ALL_PLAYABLE) == 0)
{
sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_CREATURE (%u) have not existed race in value2 (%u), ignore.",
criteria->ID, criteria->requiredType,dataType,classRace.race_id);
return false;
}
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_LESS_HEALTH:
if (health.percent < 1 || health.percent > 100)
{
sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_PLAYER_LESS_HEALTH (%u) have wrong percent value in value1 (%u), ignore.",
criteria->ID, criteria->requiredType,dataType,health.percent);
return false;
}
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_DEAD:
if (player_dead.own_team_flag > 1)
{
sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_DEAD (%u) have wrong boolean value1 (%u).",
criteria->ID, criteria->requiredType,dataType,player_dead.own_team_flag);
return false;
}
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA:
case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_AURA:
{
SpellEntry const* spellEntry = sSpellStore.LookupEntry(aura.spell_id);
if (!spellEntry)
{
sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type %s (%u) have wrong spell id in value1 (%u), ignore.",
criteria->ID, criteria->requiredType,(dataType == ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA?"ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA":"ACHIEVEMENT_CRITERIA_DATA_TYPE_T_AURA"),dataType,aura.spell_id);
return false;
}
if (aura.effect_idx >= 3)
{
sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type %s (%u) have wrong spell effect index in value2 (%u), ignore.",
criteria->ID, criteria->requiredType,(dataType == ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA?"ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA":"ACHIEVEMENT_CRITERIA_DATA_TYPE_T_AURA"),dataType,aura.effect_idx);
return false;
}
if (!spellEntry->EffectApplyAuraName[aura.effect_idx])
{
sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type %s (%u) have non-aura spell effect (ID: %u Effect: %u), ignore.",
criteria->ID, criteria->requiredType,(dataType == ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA?"ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA":"ACHIEVEMENT_CRITERIA_DATA_TYPE_T_AURA"),dataType,aura.spell_id,aura.effect_idx);
return false;
}
return true;
}
case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AREA:
if (!GetAreaEntryByAreaID(area.id))
{
sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AREA (%u) have wrong area id in value1 (%u), ignore.",
criteria->ID, criteria->requiredType,dataType,area.id);
return false;
}
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_LEVEL:
if (level.minlevel < 0 || level.minlevel > STRONG_MAX_LEVEL)
{
sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_T_LEVEL (%u) have wrong minlevel in value1 (%u), ignore.",
criteria->ID, criteria->requiredType,dataType,level.minlevel);
return false;
}
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_GENDER:
if (gender.gender > GENDER_NONE)
{
sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_T_GENDER (%u) have wrong gender in value1 (%u), ignore.",
criteria->ID, criteria->requiredType,dataType,gender.gender);
return false;
}
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_DIFFICULTY:
if (difficulty.difficulty >= MAX_DIFFICULTY)
{
sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_DIFFICULTY (%u) have wrong difficulty in value1 (%u), ignore.",
criteria->ID, criteria->requiredType,dataType,difficulty.difficulty);
return false;
}
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_PLAYER_COUNT:
if (map_players.maxcount <= 0)
{
sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_PLAYER_COUNT (%u) have wrong max players count in value1 (%u), ignore.",
criteria->ID, criteria->requiredType,dataType,map_players.maxcount);
return false;
}
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_TEAM:
if (team.team != ALLIANCE && team.team != HORDE)
{
sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_T_TEAM (%u) have unknown team in value1 (%u), ignore.",
criteria->ID, criteria->requiredType,dataType,team.team);
return false;
}
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_DRUNK:
if (drunk.state >= MAX_DRUNKEN)
{
sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_S_DRUNK (%u) have unknown drunken state in value1 (%u), ignore.",
criteria->ID, criteria->requiredType,dataType,drunk.state);
return false;
}
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_HOLIDAY:
if (!sHolidaysStore.LookupEntry(holiday.id))
{
sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_HOLIDAY (%u) have unknown holiday in value1 (%u), ignore.",
criteria->ID, criteria->requiredType,dataType,holiday.id);
return false;
}
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_BG_LOSS_TEAM_SCORE:
return true; // not check correctness node indexes
case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_EQUIPED_ITEM:
if (equipped_item.item_quality >= MAX_ITEM_QUALITY)
{
sLog.outErrorDb("Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPED_ITEM (%u) have unknown quality state in value1 (%u), ignore.",
criteria->ID, criteria->requiredType,dataType,equipped_item.item_quality);
return false;
}
return true;
default:
sLog.outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) have data for not supported data type (%u), ignore.", criteria->ID, criteria->requiredType,dataType);
return false;
}
return false;
}
bool AchievementCriteriaData::Meets(uint32 criteria_id, Player const* source, Unit const* target, uint32 miscvalue1 /*= 0*/) const
{
switch(dataType)
{
case ACHIEVEMENT_CRITERIA_DATA_TYPE_NONE:
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_CREATURE:
if (!target || target->GetTypeId() != TYPEID_UNIT)
return false;
return target->GetEntry() == creature.id;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_CLASS_RACE:
if (!target || target->GetTypeId() != TYPEID_PLAYER)
return false;
if (classRace.class_id && classRace.class_id != target->ToPlayer()->getClass())
return false;
if (classRace.race_id && classRace.race_id != target->ToPlayer()->getRace())
return false;
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_LESS_HEALTH:
if (!target || target->GetTypeId() != TYPEID_PLAYER)
return false;
return target->GetHealth()*100 <= health.percent*target->GetMaxHealth();
case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_DEAD:
if (!target || target->GetTypeId() != TYPEID_PLAYER || target->isAlive() || target->ToPlayer()->GetDeathTimer() == 0)
return false;
// flag set == must be same team, not set == different team
return (target->ToPlayer()->GetTeam() == source->GetTeam()) == (player_dead.own_team_flag != 0);
case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA:
return source->HasAuraEffect(aura.spell_id,aura.effect_idx);
case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AREA:
{
uint32 zone_id,area_id;
source->GetZoneAndAreaId(zone_id,area_id);
return area.id == zone_id || area.id == area_id;
}
case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_AURA:
return target && target->HasAuraEffect(aura.spell_id,aura.effect_idx);
case ACHIEVEMENT_CRITERIA_DATA_TYPE_VALUE:
return miscvalue1 >= value.minvalue;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_LEVEL:
if (!target)
return false;
return target->getLevel() >= level.minlevel;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_GENDER:
if (!target)
return false;
return target->getGender() == gender.gender;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_DISABLED:
return false; // always fail
case ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_DIFFICULTY:
return source->GetMap()->GetSpawnMode() == difficulty.difficulty;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_PLAYER_COUNT:
return source->GetMap()->GetPlayersCountExceptGMs() <= map_players.maxcount;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_TEAM:
if (!target || target->GetTypeId() != TYPEID_PLAYER)
return false;
return target->ToPlayer()->GetTeam() == team.team;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_DRUNK:
return Player::GetDrunkenstateByValue(source->GetDrunkValue()) >= drunk.state;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_HOLIDAY:
return IsHolidayActive(HolidayIds(holiday.id));
case ACHIEVEMENT_CRITERIA_DATA_TYPE_BG_LOSS_TEAM_SCORE:
{
BattleGround* bg = source->GetBattleGround();
if (!bg)
return false;
return bg->IsTeamScoreInRange(source->GetTeam() == ALLIANCE ? HORDE : ALLIANCE,bg_loss_team_score.min_score,bg_loss_team_score.max_score);
}
case ACHIEVEMENT_CRITERIA_DATA_INSTANCE_SCRIPT:
{
if (!source->IsInWorld())
return false;
Map* map = source->GetMap();
if (!map->Instanceable())
{
sLog.outErrorDb("Achievement system call ACHIEVEMENT_CRITERIA_DATA_INSTANCE_SCRIPT (%u) for achievement criteria %u for non-instance map %u",
ACHIEVEMENT_CRITERIA_DATA_INSTANCE_SCRIPT, criteria_id, map->GetId());
return false;
}
InstanceData* data = ((InstanceMap*)map)->GetInstanceData();
if (!data)
{
sLog.outErrorDb("Achievement system call ACHIEVEMENT_CRITERIA_DATA_INSTANCE_SCRIPT (%u) for achievement criteria %u for map %u but map not have instance script",
ACHIEVEMENT_CRITERIA_DATA_INSTANCE_SCRIPT, criteria_id, map->GetId());
return false;
}
return data->CheckAchievementCriteriaMeet(criteria_id, source, target, miscvalue1);
}
case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_EQUIPED_ITEM:
{
ItemPrototype const *pProto = objmgr.GetItemPrototype(miscvalue1);
if (!pProto)
return false;
return pProto->ItemLevel >= equipped_item.item_level && pProto->Quality >= equipped_item.item_quality;
}
}
return false;
}
bool AchievementCriteriaDataSet::Meets(Player const* source, Unit const* target, uint32 miscvalue /*= 0*/) const
{
for (Storage::const_iterator itr = storage.begin(); itr != storage.end(); ++itr)
if (!itr->Meets(criteria_id, source, target, miscvalue))
return false;
return true;
}
AchievementMgr::AchievementMgr(Player *player)
{
m_player = player;
}
AchievementMgr::~AchievementMgr()
{
}
void AchievementMgr::Reset()
{
for (CompletedAchievementMap::const_iterator iter = m_completedAchievements.begin(); iter != m_completedAchievements.end(); ++iter)
{
WorldPacket data(SMSG_ACHIEVEMENT_DELETED,4);
data << uint32(iter->first);
m_player->SendDirectMessage(&data);
}
for (CriteriaProgressMap::const_iterator iter = m_criteriaProgress.begin(); iter != m_criteriaProgress.end(); ++iter)
{
WorldPacket data(SMSG_CRITERIA_DELETED,4);
data << uint32(iter->first);
m_player->SendDirectMessage(&data);
}
m_completedAchievements.clear();
m_criteriaProgress.clear();
DeleteFromDB(m_player->GetGUIDLow());
// re-fill data
CheckAllAchievementCriteria();
}
void AchievementMgr::ResetAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1, uint32 miscvalue2)
{
if ((sLog.getLogFilter() & LOG_FILTER_ACHIEVEMENT_UPDATES) == 0)
sLog.outDetail("AchievementMgr::ResetAchievementCriteria(%u, %u, %u)", type, miscvalue1, miscvalue2);
if (!sWorld.getConfig(CONFIG_GM_ALLOW_ACHIEVEMENT_GAINS) && m_player->GetSession()->GetSecurity() > SEC_PLAYER)
return;
AchievementCriteriaEntryList const& achievementCriteriaList = achievementmgr.GetAchievementCriteriaByType(type);
for (AchievementCriteriaEntryList::const_iterator i = achievementCriteriaList.begin(); i != achievementCriteriaList.end(); ++i)
{
AchievementCriteriaEntry const *achievementCriteria = (*i);
AchievementEntry const *achievement = sAchievementStore.LookupEntry(achievementCriteria->referredAchievement);
if (!achievement)
continue;
// don't update already completed criteria
if (IsCompletedCriteria(achievementCriteria,achievement))
continue;
switch (type)
{
case ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE: // have total statistic also not expected to be reset
case ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE: // have total statistic also not expected to be reset
if (achievementCriteria->healing_done.flag == miscvalue1 &&
achievementCriteria->healing_done.mapid == miscvalue2)
SetCriteriaProgress(achievementCriteria, 0, PROGRESS_SET);
break;
case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA: // have total statistic also not expected to be reset
// reset only the criteria having the miscvalue1 condition
if (achievementCriteria->win_rated_arena.flag == miscvalue1)
SetCriteriaProgress(achievementCriteria, 0, PROGRESS_SET);
break;
default: // reset all cases
break;
}
}
}
void AchievementMgr::DeleteFromDB(uint32 lowguid)
{
CharacterDatabase.BeginTransaction ();
CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = %u",lowguid);
CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = %u",lowguid);
CharacterDatabase.CommitTransaction ();
}
void AchievementMgr::SaveToDB()
{
if (!m_completedAchievements.empty())
{
bool need_execute = false;
std::ostringstream ssdel;
std::ostringstream ssins;
for (CompletedAchievementMap::iterator iter = m_completedAchievements.begin(); iter != m_completedAchievements.end(); ++iter)
{
if (!iter->second.changed)
continue;
/// first new/changed record prefix
if (!need_execute)
{
ssdel << "DELETE FROM character_achievement WHERE guid = " << GetPlayer()->GetGUIDLow() << " AND achievement IN (";
ssins << "INSERT INTO character_achievement (guid, achievement, date) VALUES ";
need_execute = true;
}
/// next new/changed record prefix
else
{
ssdel << ", ";
ssins << ", ";
}
// new/changed record data
ssdel << iter->first;
ssins << "("<<GetPlayer()->GetGUIDLow() << ", " << iter->first << ", " << uint64(iter->second.date) << ")";
/// mark as saved in db
iter->second.changed = false;
}
if (need_execute)
ssdel << ")";
if (need_execute)
{
CharacterDatabase.Execute(ssdel.str().c_str());
CharacterDatabase.Execute(ssins.str().c_str());
}
}
if (!m_criteriaProgress.empty())
{
/// prepare deleting and insert
bool need_execute_del = false;
bool need_execute_ins = false;
std::ostringstream ssdel;
std::ostringstream ssins;
for (CriteriaProgressMap::iterator iter = m_criteriaProgress.begin(); iter != m_criteriaProgress.end(); ++iter)
{
if (!iter->second.changed)
continue;
// deleted data (including 0 progress state)
{
/// first new/changed record prefix (for any counter value)
if (!need_execute_del)
{
ssdel << "DELETE FROM character_achievement_progress WHERE guid = " << GetPlayer()->GetGUIDLow() << " AND criteria IN (";
need_execute_del = true;
}
/// next new/changed record prefix
else
ssdel << ", ";
// new/changed record data
ssdel << iter->first;
}
// store data only for real progress
if (iter->second.counter != 0)
{
/// first new/changed record prefix
if (!need_execute_ins)
{
ssins << "INSERT INTO character_achievement_progress (guid, criteria, counter, date) VALUES ";
need_execute_ins = true;
}
/// next new/changed record prefix
else
ssins << ", ";
// new/changed record data
ssins << "(" << GetPlayer()->GetGUIDLow() << ", " << iter->first << ", " << iter->second.counter << ", " << iter->second.date << ")";
}
/// mark as updated in db
iter->second.changed = false;
}
if (need_execute_del) // DELETE ... IN (.... _)_
ssdel << ")";
if (need_execute_del || need_execute_ins)
{
if (need_execute_del)
CharacterDatabase.Execute(ssdel.str().c_str());
if (need_execute_ins)
CharacterDatabase.Execute(ssins.str().c_str());
}
}
}
void AchievementMgr::LoadFromDB(QueryResult_AutoPtr achievementResult, QueryResult_AutoPtr criteriaResult)
{
if (achievementResult)
{
do
{
Field *fields = achievementResult->Fetch();
uint32 achievement_id = fields[0].GetUInt32();
// don't must happen: cleanup at server startup in achievementmgr.LoadCompletedAchievements()
if (!sAchievementStore.LookupEntry(achievement_id))
continue;
CompletedAchievementData& ca = m_completedAchievements[achievement_id];
ca.date = time_t(fields[1].GetUInt64());
ca.changed = false;
} while (achievementResult->NextRow());
}
if (criteriaResult)
{
do
{
Field *fields = criteriaResult->Fetch();
uint32 id = fields[0].GetUInt32();
uint32 counter = fields[1].GetUInt32();
time_t date = time_t(fields[2].GetUInt64());
AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(id);
if (!criteria)
{
// we will remove not existed criteria for all characters
sLog.outError("Not existed achievement criteria %u data removed from table `character_achievement_progress`.",id);
CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE criteria = %u",id);
continue;
}
if (criteria->timeLimit && time_t(date + criteria->timeLimit) < time(NULL))
continue;
CriteriaProgress& progress = m_criteriaProgress[id];
progress.counter = counter;
progress.date = date;
progress.changed = false;
} while (criteriaResult->NextRow());
}
}
void AchievementMgr::SendAchievementEarned(AchievementEntry const* achievement)
{
if (GetPlayer()->GetSession()->PlayerLoading())
return;
#ifdef TRINITY_DEBUG
if ((sLog.getLogFilter() & LOG_FILTER_ACHIEVEMENT_UPDATES) == 0)
sLog.outDebug("AchievementMgr::SendAchievementEarned(%u)", achievement->ID);
#endif
if (Guild* guild = objmgr.GetGuildById(GetPlayer()->GetGuildId()))
{
Trinity::AchievementChatBuilder say_builder(*GetPlayer(), CHAT_MSG_GUILD_ACHIEVEMENT, LANG_ACHIEVEMENT_EARNED,achievement->ID);
Trinity::LocalizedPacketDo<Trinity::AchievementChatBuilder> say_do(say_builder);
guild->BroadcastWorker(say_do,GetPlayer());
}
if (achievement->flags & (ACHIEVEMENT_FLAG_REALM_FIRST_KILL|ACHIEVEMENT_FLAG_REALM_FIRST_REACH))
{
// broadcast realm first reached
WorldPacket data(SMSG_SERVER_FIRST_ACHIEVEMENT, strlen(GetPlayer()->GetName())+1+8+4+4);
data << GetPlayer()->GetName();
data << uint64(GetPlayer()->GetGUID());
data << uint32(achievement->ID);
data << uint32(0); // 1=link supplied string as player name, 0=display plain string
sWorld.SendGlobalMessage(&data);
}
// if player is in world he can tell his friends about new achievement
else if (GetPlayer()->IsInWorld())
{
CellPair p = Trinity::ComputeCellPair(GetPlayer()->GetPositionX(), GetPlayer()->GetPositionY());
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Trinity::AchievementChatBuilder say_builder(*GetPlayer(), CHAT_MSG_ACHIEVEMENT, LANG_ACHIEVEMENT_EARNED,achievement->ID);
Trinity::LocalizedPacketDo<Trinity::AchievementChatBuilder> say_do(say_builder);
Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::AchievementChatBuilder> > say_worker(GetPlayer(),sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),say_do);
TypeContainerVisitor<Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::AchievementChatBuilder> >, WorldTypeMapContainer > message(say_worker);
cell.Visit(p, message, *GetPlayer()->GetMap(), *GetPlayer(), sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY));
}
WorldPacket data(SMSG_ACHIEVEMENT_EARNED, 8+4+8);
data.append(GetPlayer()->GetPackGUID());
data << uint32(achievement->ID);
data << uint32(secsToTimeBitFields(time(NULL)));
data << uint32(0);
GetPlayer()->SendMessageToSetInRange(&data, sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY), true);
}
void AchievementMgr::SendCriteriaUpdate(uint32 id, CriteriaProgress const* progress)
{
WorldPacket data(SMSG_CRITERIA_UPDATE, 8+4+8);
data << uint32(id);
// the counter is packed like a packed Guid
data.appendPackGUID(progress->counter);
data.append(GetPlayer()->GetPackGUID());
data << uint32(0);
data << uint32(secsToTimeBitFields(progress->date));
data << uint32(0); // timer 1
data << uint32(0); // timer 2
GetPlayer()->SendDirectMessage(&data);
}
/**
* called at player login. The player might have fulfilled some achievements when the achievement system wasn't working yet
*/
void AchievementMgr::CheckAllAchievementCriteria()
{
// suppress sending packets
for (uint32 i=0; i<ACHIEVEMENT_CRITERIA_TYPE_TOTAL; ++i)
UpdateAchievementCriteria(AchievementCriteriaTypes(i));
}
static const uint32 achievIdByArenaSlot[MAX_ARENA_SLOT] = { 1057, 1107, 1108 };
static const uint32 achievIdForDangeon[][4] =
{
// ach_cr_id,is_dungeon,is_raid,is_heroic_dungeon
{ 321, true, true, true },
{ 916, false, true, false },
{ 917, false, true, false },
{ 918, true, false, false },
{ 2219, false, false, true },
{ 0, false, false, false }
};
/**
* this function will be called whenever the user might have done a criteria relevant action
*/
void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1, uint32 miscvalue2, Unit *unit, uint32 time)
{
if ((sLog.getLogFilter() & LOG_FILTER_ACHIEVEMENT_UPDATES) == 0)
sLog.outDetail("AchievementMgr::UpdateAchievementCriteria(%u, %u, %u, %u)", type, miscvalue1, miscvalue2, time);
if (!sWorld.getConfig(CONFIG_GM_ALLOW_ACHIEVEMENT_GAINS) && m_player->GetSession()->GetSecurity() > SEC_PLAYER)
return;
AchievementCriteriaEntryList const& achievementCriteriaList = achievementmgr.GetAchievementCriteriaByType(type);
for (AchievementCriteriaEntryList::const_iterator i = achievementCriteriaList.begin(); i != achievementCriteriaList.end(); ++i)
{
AchievementCriteriaEntry const *achievementCriteria = (*i);
if (achievementCriteria->groupFlag & ACHIEVEMENT_CRITERIA_GROUP_NOT_IN_GROUP && GetPlayer()->GetGroup())
continue;
AchievementEntry const *achievement = sAchievementStore.LookupEntry(achievementCriteria->referredAchievement);
if (!achievement)
continue;
if ((achievement->factionFlag == ACHIEVEMENT_FACTION_HORDE && GetPlayer()->GetTeam() != HORDE) ||
(achievement->factionFlag == ACHIEVEMENT_FACTION_ALLIANCE && GetPlayer()->GetTeam() != ALLIANCE))
continue;
// don't update already completed criteria
if (IsCompletedCriteria(achievementCriteria,achievement))
continue;
switch (type)
{
// std. case: increment at 1
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST:
case ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS:
case ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL:
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED:
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED:
case ACHIEVEMENT_CRITERIA_TYPE_QUEST_ABANDONED:
case ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN:
case ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS:
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if (!miscvalue1)
continue;
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
// std case: increment at miscvalue1
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS:
case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD:
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING:
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_AT_BARBER:
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL:
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY:
case ACHIEVEMENT_CRITERIA_TYPE_TOTAL_DAMAGE_RECEIVED:
case ACHIEVEMENT_CRITERIA_TYPE_TOTAL_HEALING_RECEIVED:
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if (!miscvalue1)
continue;
SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_ACCUMULATE);
break;
// std case: high value at miscvalue1
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD: /* FIXME: for online player only currently */
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HIT_DEALT:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HIT_RECEIVED:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEAL_CASTED:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEALING_RECEIVED:
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if (!miscvalue1)
continue;
SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_HIGHEST);
break;
// specialized cases
case ACHIEVEMENT_CRITERIA_TYPE_WIN_BG:
{
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if (!miscvalue1)
continue;
if (achievementCriteria->win_bg.bgMapID != GetPlayer()->GetMapId())
continue;
if (achievementCriteria->win_bg.additionalRequirement1_type)
{
// those requirements couldn't be found in the dbc
AchievementCriteriaDataSet const* data = achievementmgr.GetCriteriaDataSet(achievementCriteria);
if (!data || !data->Meets(GetPlayer(),unit))
continue;
}
// some hardcoded requirements
else
{
BattleGround* bg = GetPlayer()->GetBattleGround();
if (!bg)
continue;
switch(achievementCriteria->referredAchievement)
{
case 161: // AB, Overcome a 500 resource disadvantage
{
if (bg->GetTypeID() != BATTLEGROUND_AB)
continue;
if (!((BattleGroundAB*)bg)->IsTeamScores500Disadvantage(GetPlayer()->GetTeam()))
continue;
break;
}
case 156: // AB, win while controlling all 5 flags (all nodes)
case 784: // EY, win while holding 4 bases (all nodes)
{
if (!bg->IsAllNodesConrolledByTeam(GetPlayer()->GetTeam()))
continue;
break;
}
case 1762: // SA, win without losing any siege vehicles
case 2192: // SA, win without losing any siege vehicles
continue; // not implemented
}
}
SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_ACCUMULATE);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE:
{
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if (!miscvalue1)
continue;
if (achievementCriteria->kill_creature.creatureID != miscvalue1)
continue;
// those requirements couldn't be found in the dbc
AchievementCriteriaDataSet const* data = achievementmgr.GetCriteriaDataSet(achievementCriteria);
if (!data || !data->Meets(GetPlayer(),unit))
continue;
SetCriteriaProgress(achievementCriteria, miscvalue2, PROGRESS_ACCUMULATE);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL:
SetCriteriaProgress(achievementCriteria, GetPlayer()->getLevel());
break;
case ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL:
// update at loading or specific skill update
if (miscvalue1 && miscvalue1 != achievementCriteria->reach_skill_level.skillID)
continue;
if (uint32 skillvalue = GetPlayer()->GetBaseSkillValue(achievementCriteria->reach_skill_level.skillID))
SetCriteriaProgress(achievementCriteria, skillvalue);
break;
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL:
// update at loading or specific skill update
if (miscvalue1 && miscvalue1 != achievementCriteria->learn_skill_level.skillID)
continue;
if (uint32 maxSkillvalue = GetPlayer()->GetPureMaxSkillValue(achievementCriteria->learn_skill_level.skillID))
SetCriteriaProgress(achievementCriteria, maxSkillvalue);
break;
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT:
if (m_completedAchievements.find(achievementCriteria->complete_achievement.linkedAchievement) != m_completedAchievements.end())
SetCriteriaProgress(achievementCriteria, 1);
break;
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT:
{
uint32 counter =0;
for (QuestStatusMap::const_iterator itr = GetPlayer()->getQuestStatusMap().begin(); itr != GetPlayer()->getQuestStatusMap().end(); itr++)
if (itr->second.m_rewarded)
counter++;
SetCriteriaProgress(achievementCriteria, counter);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE:
{
// speedup for non-login case
if (miscvalue1 && miscvalue1 != achievementCriteria->complete_quests_in_zone.zoneID)
continue;
uint32 counter =0;
for (QuestStatusMap::const_iterator itr = GetPlayer()->getQuestStatusMap().begin(); itr != GetPlayer()->getQuestStatusMap().end(); itr++)
{
Quest const* quest = objmgr.GetQuestTemplate(itr->first);
if (itr->second.m_rewarded && quest && quest->GetZoneOrSort() >= 0 && uint32(quest->GetZoneOrSort()) == achievementCriteria->complete_quests_in_zone.zoneID)
counter++;
}
SetCriteriaProgress(achievementCriteria, counter);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_BATTLEGROUND:
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if (!miscvalue1)
continue;
if (GetPlayer()->GetMapId() != achievementCriteria->complete_battleground.mapID)
continue;
SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP:
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if (!miscvalue1)
continue;
if (GetPlayer()->GetMapId() != achievementCriteria->death_at_map.mapID)
continue;
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_DEATH:
{
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if (!miscvalue1)
continue;
// skip wrong arena achievements, if not achievIdByArenaSlot then normal total death counter
bool notfit = false;
for (int j = 0; j < MAX_ARENA_SLOT; ++j)
{
if (achievIdByArenaSlot[j] == achievement->ID)
{
BattleGround* bg = GetPlayer()->GetBattleGround();
if (!bg || !bg->isArena() || ArenaTeam::GetSlotByType(bg->GetArenaType()) != j)
notfit = true;
break;
}
}
if (notfit)
continue;
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON:
{
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if (!miscvalue1)
continue;
Map const* map = GetPlayer()->IsInWorld() ? GetPlayer()->GetMap() : MapManager::Instance().FindMap(GetPlayer()->GetMapId(), GetPlayer()->GetInstanceId());
if (!map || !map->IsDungeon())
continue;
// search case
bool found = false;
for (int j = 0; achievIdForDangeon[j][0]; ++j)
{
if (achievIdForDangeon[j][0] == achievement->ID)
{
if (map->IsRaid())
{
// if raid accepted (ignore difficulty)
if (!achievIdForDangeon[j][2])
break; // for
}
else if (GetPlayer()->GetDungeonDifficulty() == DUNGEON_DIFFICULTY_NORMAL)
{
// dungeon in normal mode accepted
if (!achievIdForDangeon[j][1])
break; // for
}
else
{
// dungeon in heroic mode accepted
if (!achievIdForDangeon[j][3])
break; // for
}
found = true;
break; // for
}
}
if (!found)
continue;
//FIXME: work only for instances where max == min for players
if (((InstanceMap*)map)->GetMaxPlayers() != achievementCriteria->death_in_dungeon.manLimit)
continue;
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_CREATURE:
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if (!miscvalue1)
continue;
if (miscvalue1 != achievementCriteria->killed_by_creature.creatureEntry)
continue;
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_PLAYER:
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if (!miscvalue1)
continue;
// if team check required: must kill by opposition faction
if (achievement->ID == 318 && miscvalue2 == GetPlayer()->GetTeam())
continue;
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING:
{
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if (!miscvalue1)
continue;
// those requirements couldn't be found in the dbc
AchievementCriteriaDataSet const* data = achievementmgr.GetCriteriaDataSet(achievementCriteria);
if (!data || !data->Meets(GetPlayer(),unit))
continue;
// miscvalue1 is the ingame fallheight*100 as stored in dbc
SetCriteriaProgress(achievementCriteria, miscvalue1);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM:
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if (!miscvalue1)
continue;
if (miscvalue2 != achievementCriteria->death_from.type)
continue;
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST:
{
// if miscvalues != 0, it contains the questID.
if (miscvalue1)
{
if (miscvalue1 != achievementCriteria->complete_quest.questID)
continue;
}
else
{
// login case.
if (!GetPlayer()->GetQuestRewardStatus(achievementCriteria->complete_quest.questID))
continue;
}
// exist many achievements with this criteria, use at this moment hardcoded check to skil simple case
switch(achievement->ID)
{
case 31:
case 1275:
case 1276:
case 1277:
case 1282:
case 1789:
{
// those requirements couldn't be found in the dbc
AchievementCriteriaDataSet const* data = achievementmgr.GetCriteriaDataSet(achievementCriteria);
if (!data || !data->Meets(GetPlayer(),unit))
continue;
break;
}
default:
break;
}
SetCriteriaProgress(achievementCriteria, 1);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET:
case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2:
{
if (!miscvalue1 || miscvalue1 != achievementCriteria->be_spell_target.spellID)
continue;
// those requirements couldn't be found in the dbc
AchievementCriteriaDataSet const* data = achievementmgr.GetCriteriaDataSet(achievementCriteria);
if (!data)
continue;
if (!data->Meets(GetPlayer(),unit))
continue;
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL:
case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2:
{
if (!miscvalue1 || miscvalue1 != achievementCriteria->cast_spell.spellID)
continue;
// those requirements couldn't be found in the dbc
AchievementCriteriaDataSet const* data = achievementmgr.GetCriteriaDataSet(achievementCriteria);
if (!data)
continue;
if (!data->Meets(GetPlayer(),unit))
continue;
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL:
if (miscvalue1 && miscvalue1 != achievementCriteria->learn_spell.spellID)
continue;
if (GetPlayer()->HasSpell(achievementCriteria->learn_spell.spellID))
SetCriteriaProgress(achievementCriteria, 1);
break;
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE:
{
// miscvalue1=loot_type (note: 0 = LOOT_CORSPE and then it ignored)
// miscvalue2=count of item loot
if (!miscvalue1 || !miscvalue2)
continue;
if (miscvalue1 != achievementCriteria->loot_type.lootType)
continue;
// zone specific
if (achievementCriteria->loot_type.lootTypeCount == 1)
{
// those requirements couldn't be found in the dbc
AchievementCriteriaDataSet const* data = achievementmgr.GetCriteriaDataSet(achievementCriteria);
if (!data || !data->Meets(GetPlayer(),unit))
continue;
}
SetCriteriaProgress(achievementCriteria, miscvalue2, PROGRESS_ACCUMULATE);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM:
// speedup for non-login case
if (miscvalue1 && achievementCriteria->own_item.itemID != miscvalue1)
continue;
SetCriteriaProgress(achievementCriteria, GetPlayer()->GetItemCount(achievementCriteria->own_item.itemID, true));
break;
case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA:
// miscvalue1 contains the personal rating
if (!miscvalue1) // no update at login
continue;
// additional requirements
if (achievementCriteria->win_rated_arena.flag == ACHIEVEMENT_CRITERIA_CONDITION_NO_LOOSE)
{
// those requirements couldn't be found in the dbc
AchievementCriteriaDataSet const* data = achievementmgr.GetCriteriaDataSet(achievementCriteria);
if (!data || !data->Meets(GetPlayer(),unit,miscvalue1))
{
// reset the progress as we have a win without the requirement.
SetCriteriaProgress(achievementCriteria, 0);
continue;
}
}
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM:
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if (!miscvalue1)
continue;
if (achievementCriteria->use_item.itemID != miscvalue1)
continue;
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM:
// You _have_ to loot that item, just owning it when logging in does _not_ count!
if (!miscvalue1)
continue;
if (miscvalue1 != achievementCriteria->own_item.itemID)
continue;
SetCriteriaProgress(achievementCriteria, miscvalue2, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA:
{
WorldMapOverlayEntry const* worldOverlayEntry = sWorldMapOverlayStore.LookupEntry(achievementCriteria->explore_area.areaReference);
if (!worldOverlayEntry)
break;
bool matchFound = false;
for (int j = 0; j < MAX_WORLD_MAP_OVERLAY_AREA_IDX; ++j)
{
uint32 area_id = worldOverlayEntry->areatableID[j];
if (!area_id) // array have 0 only in empty tail
break;
int32 exploreFlag = GetAreaFlagByAreaID(area_id);
if (exploreFlag < 0)
continue;
uint32 playerIndexOffset = uint32(exploreFlag) / 32;
uint32 mask = 1<< (uint32(exploreFlag) % 32);
if (GetPlayer()->GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + playerIndexOffset) & mask)
{
matchFound = true;
break;
}
}
if (matchFound)
SetCriteriaProgress(achievementCriteria, 1);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT:
SetCriteriaProgress(achievementCriteria, GetPlayer()->GetBankBagSlotCount());
break;
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION:
{
// skip faction check only at loading
if (miscvalue1 && miscvalue1 != achievementCriteria->gain_reputation.factionID)
continue;
int32 reputation = GetPlayer()->GetReputationMgr().GetReputation(achievementCriteria->gain_reputation.factionID);
if (reputation > 0)
SetCriteriaProgress(achievementCriteria, reputation);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION:
{
SetCriteriaProgress(achievementCriteria, GetPlayer()->GetReputationMgr().GetExaltedFactionCount());
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP:
{
// skip for login case
if (!miscvalue1)
continue;
SetCriteriaProgress(achievementCriteria, 1);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM:
{
// miscvalue1 = itemid
// miscvalue2 = itemSlot
if (!miscvalue1)
continue;
if (miscvalue2 != achievementCriteria->equip_epic_item.itemSlot)
continue;
// check item level and quality via achievement_criteria_data
AchievementCriteriaDataSet const* data = achievementmgr.GetCriteriaDataSet(achievementCriteria);
if (!data || !data->Meets(GetPlayer(), 0, miscvalue1))
continue;
SetCriteriaProgress(achievementCriteria, 1);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT:
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT:
{
// miscvalue1 = itemid
// miscvalue2 = diced value
if (!miscvalue1)
continue;
if (miscvalue2 != achievementCriteria->roll_greed_on_loot.rollValue)
continue;
ItemPrototype const *pProto = objmgr.GetItemPrototype(miscvalue1);
if (!pProto)
continue;
// check item level via achievement_criteria_data
AchievementCriteriaDataSet const* data = achievementmgr.GetCriteriaDataSet(achievementCriteria);
if (!data || !data->Meets(GetPlayer(), 0, pProto->ItemLevel))
continue;
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE:
{
// miscvalue1 = emote
if (!miscvalue1)
continue;
if (miscvalue1 != achievementCriteria->do_emote.emoteID)
continue;
if (achievementCriteria->do_emote.count)
{
// those requirements couldn't be found in the dbc
AchievementCriteriaDataSet const* data = achievementmgr.GetCriteriaDataSet(achievementCriteria);
if (!data || !data->Meets(GetPlayer(),unit))
continue;
}
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE:
case ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE:
{
if (!miscvalue1)
continue;
if (achievementCriteria->healing_done.flag == ACHIEVEMENT_CRITERIA_CONDITION_MAP)
{
if (GetPlayer()->GetMapId() != achievementCriteria->healing_done.mapid)
continue;
// map specific case (BG in fact) expected player targeted damage/heal
if (!unit || unit->GetTypeId() != TYPEID_PLAYER)
continue;
}
SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_ACCUMULATE);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM:
// miscvalue1 = item_id
if (!miscvalue1)
continue;
if (miscvalue1 != achievementCriteria->equip_item.itemID)
continue;
SetCriteriaProgress(achievementCriteria, 1);
break;
case ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT:
// miscvalue1 = go entry
if (!miscvalue1)
continue;
if (miscvalue1 != achievementCriteria->use_gameobject.goEntry)
continue;
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT:
if (!miscvalue1)
continue;
if (miscvalue1 != achievementCriteria->fish_in_gameobject.goEntry)
continue;
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS:
{
if (miscvalue1 && miscvalue1 != achievementCriteria->learn_skillline_spell.skillLine)
continue;
uint32 spellCount = 0;
for (PlayerSpellMap::const_iterator spellIter = GetPlayer()->GetSpellMap().begin();
spellIter != GetPlayer()->GetSpellMap().end();
++spellIter)
{
SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spellIter->first);
for (SkillLineAbilityMap::const_iterator skillIter = bounds.first; skillIter != bounds.second; ++skillIter)
{
if (skillIter->second->skillId == achievementCriteria->learn_skillline_spell.skillLine)
spellCount++;
}
}
SetCriteriaProgress(achievementCriteria, spellCount);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL:
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if (!miscvalue1)
continue;
if (achievementCriteria->win_duel.duelCount)
{
// those requirements couldn't be found in the dbc
AchievementCriteriaDataSet const* data = achievementmgr.GetCriteriaDataSet(achievementCriteria);
if (!data)
continue;
if (!data->Meets(GetPlayer(),unit))
continue;
}
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION:
SetCriteriaProgress(achievementCriteria, GetPlayer()->GetReputationMgr().GetReveredFactionCount());
break;
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION:
SetCriteriaProgress(achievementCriteria, GetPlayer()->GetReputationMgr().GetHonoredFactionCount());
break;
case ACHIEVEMENT_CRITERIA_TYPE_KNOWN_FACTIONS:
SetCriteriaProgress(achievementCriteria, GetPlayer()->GetReputationMgr().GetVisibleFactionCount());
break;
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM:
case ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM:
{
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if (!miscvalue1)
continue;
ItemPrototype const* proto = ObjectMgr::GetItemPrototype(miscvalue1);
if (!proto || proto->Quality < ITEM_QUALITY_EPIC)
continue;
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE:
{
if (miscvalue1 && miscvalue1 != achievementCriteria->learn_skill_line.skillLine)
continue;
uint32 spellCount = 0;
for (PlayerSpellMap::const_iterator spellIter = GetPlayer()->GetSpellMap().begin();
spellIter != GetPlayer()->GetSpellMap().end();
++spellIter)
{
SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spellIter->first);
for (SkillLineAbilityMap::const_iterator skillIter = bounds.first; skillIter != bounds.second; ++skillIter)
if (skillIter->second->skillId == achievementCriteria->learn_skill_line.skillLine)
spellCount++;
}
SetCriteriaProgress(achievementCriteria, spellCount);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL:
SetCriteriaProgress(achievementCriteria, GetPlayer()->GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS));
break;
case ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS:
if (!miscvalue1 || miscvalue1 != achievementCriteria->hk_class.classID)
continue;
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_HK_RACE:
if (!miscvalue1 || miscvalue1 != achievementCriteria->hk_race.raceID)
continue;
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED:
SetCriteriaProgress(achievementCriteria, GetPlayer()->GetMoney(), PROGRESS_HIGHEST);
break;
// std case: not exist in DBC, not triggered in code as result
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEALTH:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_SPELLPOWER:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_ARMOR:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_POWER:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_STAT:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_RATING:
break;
// FIXME: not triggered in code as result, need to implement
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST_DAILY:
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_RAID:
case ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE:
case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL_AT_AREA:
case ACHIEVEMENT_CRITERIA_TYPE_WIN_ARENA:
case ACHIEVEMENT_CRITERIA_TYPE_PLAY_ARENA:
case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_TEAM_RATING:
case ACHIEVEMENT_CRITERIA_TYPE_REACH_TEAM_RATING:
case ACHIEVEMENT_CRITERIA_TYPE_OWN_RANK:
case ACHIEVEMENT_CRITERIA_TYPE_GET_KILLING_BLOWS:
case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS:
case ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL:
case ACHIEVEMENT_CRITERIA_TYPE_EARNED_PVP_TITLE:
case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE_TYPE:
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS:
case ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION:
case ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS:
case ACHIEVEMENT_CRITERIA_TYPE_TOTAL:
case ACHIEVEMENT_CRITERIA_TYPE_EARN_ACHIEVEMENT_POINTS:
case ACHIEVEMENT_CRITERIA_TYPE_USE_LFD_TO_GROUP_WITH_PLAYERS:
break; // Not implemented yet :(
}
if (IsCompletedCriteria(achievementCriteria,achievement))
CompletedCriteriaFor(achievement);
// check again the completeness for SUMM and REQ COUNT achievements,
// as they don't depend on the completed criteria but on the sum of the progress of each individual criteria
if (achievement->flags & ACHIEVEMENT_FLAG_SUMM)
{
if (IsCompletedAchievement(achievement))
CompletedAchievement(achievement);
}
if (AchievementEntryList const* achRefList = achievementmgr.GetAchievementByReferencedId(achievement->ID))
{
for (AchievementEntryList::const_iterator itr = achRefList->begin(); itr != achRefList->end(); ++itr)
if (IsCompletedAchievement(*itr))
CompletedAchievement(*itr);
}
}
}
static const uint32 achievIdByClass[MAX_CLASSES] = { 0, 459, 465 , 462, 458, 464, 461, 467, 460, 463, 0, 466 };
static const uint32 achievIdByRace[MAX_RACES] = { 0, 1408, 1410, 1407, 1409, 1413, 1411, 1404, 1412, 0, 1405, 1406 };
bool AchievementMgr::IsCompletedCriteria(AchievementCriteriaEntry const* achievementCriteria, AchievementEntry const* achievement)
{
// counter can never complete
if (achievement->flags & ACHIEVEMENT_FLAG_COUNTER)
return false;
if (achievement->flags & (ACHIEVEMENT_FLAG_REALM_FIRST_REACH | ACHIEVEMENT_FLAG_REALM_FIRST_KILL))
{
// someone on this realm has already completed that achievement
if (achievementmgr.IsRealmCompleted(achievement))
return false;
}
CriteriaProgressMap::const_iterator itr = m_criteriaProgress.find(achievementCriteria->ID);
if (itr == m_criteriaProgress.end())
return false;
CriteriaProgress const* progress = &itr->second;
switch(achievementCriteria->requiredType)
{
case ACHIEVEMENT_CRITERIA_TYPE_WIN_BG:
return progress->counter >= achievementCriteria->win_bg.winCount;
case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE:
return progress->counter >= achievementCriteria->kill_creature.creatureCount;
case ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL:
{
// skip wrong class achievements
for (int i = 1; i < MAX_CLASSES; ++i)
if (achievIdByClass[i] == achievement->ID && i != GetPlayer()->getClass())
return false;
// skip wrong race achievements
for (int i = 1; i < MAX_RACES; ++i)
if (achievIdByRace[i] == achievement->ID && i != GetPlayer()->getRace())
return false;
// appropriate class/race or not class/race specific
return progress->counter >= achievementCriteria->reach_level.level;
}
case ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL:
return progress->counter >= achievementCriteria->reach_skill_level.skillLevel;
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT:
return progress->counter >= 1;
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT:
return progress->counter >= achievementCriteria->complete_quest_count.totalQuestCount;
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE:
return progress->counter >= achievementCriteria->complete_quests_in_zone.questCount;
case ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE:
case ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE:
return progress->counter >= achievementCriteria->healing_done.count;
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST:
return progress->counter >= achievementCriteria->complete_daily_quest.questCount;
case ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING:
return progress->counter >= achievementCriteria->fall_without_dying.fallHeight;
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST:
return progress->counter >= 1;
case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET:
case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2:
return progress->counter >= achievementCriteria->be_spell_target.spellCount;
case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL:
case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2:
return progress->counter >= achievementCriteria->cast_spell.castCount;
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL:
return progress->counter >= 1;
case ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM:
return progress->counter >= achievementCriteria->own_item.itemCount;
case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA:
return progress->counter >= achievementCriteria->win_rated_arena.count;
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL:
return progress->counter >= (achievementCriteria->learn_skill_level.skillLevel * 75);
case ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM:
return progress->counter >= achievementCriteria->use_item.itemCount;
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM:
return progress->counter >= achievementCriteria->loot_item.itemCount;
case ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA:
return progress->counter >= 1;
case ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT:
return progress->counter >= achievementCriteria->buy_bank_slot.numberOfSlots;
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION:
return progress->counter >= achievementCriteria->gain_reputation.reputationAmount;
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION:
return progress->counter >= achievementCriteria->gain_exalted_reputation.numberOfExaltedFactions;
case ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP:
return progress->counter >= achievementCriteria->visit_barber.numberOfVisits;
case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM:
return progress->counter >= achievementCriteria->equip_epic_item.count;
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT:
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT:
return progress->counter >= achievementCriteria->roll_greed_on_loot.count;
case ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS:
return progress->counter >= achievementCriteria->hk_class.count;
case ACHIEVEMENT_CRITERIA_TYPE_HK_RACE:
return progress->counter >= achievementCriteria->hk_race.count;
case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE:
return progress->counter >= achievementCriteria->do_emote.count;
case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM:
return progress->counter >= achievementCriteria->equip_item.count;
case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD:
return progress->counter >= achievementCriteria->quest_reward_money.goldInCopper;
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY:
return progress->counter >= achievementCriteria->loot_money.goldInCopper;
case ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT:
return progress->counter >= achievementCriteria->use_gameobject.useCount;
case ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT:
return progress->counter >= achievementCriteria->fish_in_gameobject.lootCount;
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS:
return progress->counter >= achievementCriteria->learn_skillline_spell.spellCount;
case ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL:
return progress->counter >= achievementCriteria->win_duel.duelCount;
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE:
return progress->counter >= achievementCriteria->loot_type.lootTypeCount;
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE:
return progress->counter >= achievementCriteria->learn_skill_line.spellCount;
case ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL:
return progress->counter >= achievementCriteria->honorable_kill.killCount;
// handle all statistic-only criteria here
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_BATTLEGROUND:
case ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP:
case ACHIEVEMENT_CRITERIA_TYPE_DEATH:
case ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON:
case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_CREATURE:
case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_PLAYER:
case ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM:
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS:
case ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS:
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_AT_BARBER:
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL:
case ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED:
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION:
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION:
case ACHIEVEMENT_CRITERIA_TYPE_KNOWN_FACTIONS:
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM:
case ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM:
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED:
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEALTH:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_SPELLPOWER:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_ARMOR:
case ACHIEVEMENT_CRITERIA_TYPE_QUEST_ABANDONED:
case ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN:
case ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS:
return false;
}
return false;
}
void AchievementMgr::CompletedCriteriaFor(AchievementEntry const* achievement)
{
// counter can never complete
if (achievement->flags & ACHIEVEMENT_FLAG_COUNTER)
return;
// already completed and stored
if (HasAchieved(achievement))
return;
if (IsCompletedAchievement(achievement))
CompletedAchievement(achievement);
}
bool AchievementMgr::IsCompletedAchievement(AchievementEntry const* entry)
{
// counter can never complete
if (entry->flags & ACHIEVEMENT_FLAG_COUNTER)
return false;
// for achievement with referenced achievement criterias get from referenced and counter from self
uint32 achievmentForTestId = entry->refAchievement ? entry->refAchievement : entry->ID;
uint32 achievmentForTestCount = entry->count;
AchievementCriteriaEntryList const* cList = achievementmgr.GetAchievementCriteriaByAchievement(achievmentForTestId);
if (!cList)
return false;
uint32 count = 0;
// For SUMM achievements, we have to count the progress of each criteria of the achievement.
// Oddly, the target count is NOT countained in the achievement, but in each individual criteria
if (entry->flags & ACHIEVEMENT_FLAG_SUMM)
{
for (AchievementCriteriaEntryList::const_iterator itr = cList->begin(); itr != cList->end(); ++itr)
{
AchievementCriteriaEntry const* criteria = *itr;
CriteriaProgressMap::const_iterator itrProgress = m_criteriaProgress.find(criteria->ID);
if (itrProgress == m_criteriaProgress.end())
continue;
CriteriaProgress const* progress = &itrProgress->second;
count += progress->counter;
// for counters, field4 contains the main count requirement
if (count >= criteria->raw.count)
return true;
}
return false;
}
// Default case - need complete all or
bool completed_all = true;
for (AchievementCriteriaEntryList::const_iterator itr = cList->begin(); itr != cList->end(); ++itr)
{
AchievementCriteriaEntry const* criteria = *itr;
bool completed = IsCompletedCriteria(criteria,entry);
// found an uncompleted criteria, but DONT return false yet - there might be a completed criteria with ACHIEVEMENT_CRITERIA_COMPLETE_FLAG_ALL
if (completed)
++count;
else
completed_all = false;
// completed as have req. count of completed criterias
if (achievmentForTestCount > 0 && achievmentForTestCount <= count)
return true;
}
// all criterias completed requirement
if (completed_all && achievmentForTestCount == 0)
return true;
return false;
}
void AchievementMgr::SetCriteriaProgress(AchievementCriteriaEntry const* entry, uint32 changeValue, ProgressType ptype)
{
if ((sLog.getLogFilter() & LOG_FILTER_ACHIEVEMENT_UPDATES) == 0)
sLog.outDetail("AchievementMgr::SetCriteriaProgress(%u, %u) for (GUID:%u)", entry->ID, changeValue, m_player->GetGUIDLow());
CriteriaProgress *progress = NULL;
CriteriaProgressMap::iterator iter = m_criteriaProgress.find(entry->ID);
if (iter == m_criteriaProgress.end())
{
// not create record for 0 counter
if (changeValue == 0)
return;
progress = &m_criteriaProgress[entry->ID];
progress->counter = changeValue;
progress->date = time(NULL);
}
else
{
progress = &iter->second;
uint32 newValue = 0;
switch(ptype)
{
case PROGRESS_SET:
newValue = changeValue;
break;
case PROGRESS_ACCUMULATE:
{
// avoid overflow
uint32 max_value = std::numeric_limits<uint32>::max();
newValue = max_value - progress->counter > changeValue ? progress->counter + changeValue : max_value;
break;
}
case PROGRESS_HIGHEST:
newValue = progress->counter < changeValue ? changeValue : progress->counter;
break;
}
// not update (not mark as changed) if counter will have same value
if (progress->counter == newValue)
return;
progress->counter = newValue;
}
progress->changed = true;
if (entry->timeLimit)
{
time_t now = time(NULL);
if (time_t(progress->date + entry->timeLimit) < now)
progress->counter = 1;
// also it seems illogical, the timeframe will be extended at every criteria update
progress->date = now;
}
SendCriteriaUpdate(entry->ID,progress);
}
void AchievementMgr::CompletedAchievement(AchievementEntry const* achievement)
{
sLog.outDetail("AchievementMgr::CompletedAchievement(%u)", achievement->ID);
if (!sWorld.getConfig(CONFIG_GM_ALLOW_ACHIEVEMENT_GAINS) && m_player->GetSession()->GetSecurity() > SEC_PLAYER)
return;
if (achievement->flags & ACHIEVEMENT_FLAG_COUNTER || HasAchieved(achievement))
return;
SendAchievementEarned(achievement);
CompletedAchievementData& ca = m_completedAchievements[achievement->ID];
ca.date = time(NULL);
ca.changed = true;
// don't insert for ACHIEVEMENT_FLAG_REALM_FIRST_KILL since otherwise only the first group member would reach that achievement
// TODO: where do set this instead?
if (!(achievement->flags & ACHIEVEMENT_FLAG_REALM_FIRST_KILL))
achievementmgr.SetRealmCompleted(achievement);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT);
// reward items and titles if any
AchievementReward const* reward = achievementmgr.GetAchievementReward(achievement);
// no rewards
if (!reward)
return;
// titles
if (uint32 titleId = reward->titleId[GetPlayer()->GetTeam() == HORDE ? 0 : 1])
{
if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(titleId))
GetPlayer()->SetTitle(titleEntry);
}
// mail
if (reward->sender)
{
Item* item = reward->itemId ? Item::CreateItem(reward->itemId,1,GetPlayer ()) : NULL;
int loc_idx = GetPlayer()->GetSession()->GetSessionDbLocaleIndex();
// subject and text
std::string subject = reward->subject;
std::string text = reward->text;
if (loc_idx >= 0)
{
if (AchievementRewardLocale const* loc = achievementmgr.GetAchievementRewardLocale(achievement))
{
if (loc->subject.size() > size_t(loc_idx) && !loc->subject[loc_idx].empty())
subject = loc->subject[loc_idx];
if (loc->text.size() > size_t(loc_idx) && !loc->text[loc_idx].empty())
text = loc->text[loc_idx];
}
}
MailDraft draft(subject, text);
if (item)
{
// save new item before send
item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
// item
draft.AddItem(item);
}
draft.SendMailTo(GetPlayer(), MailSender(MAIL_CREATURE, reward->sender));
}
}
void AchievementMgr::SendAllAchievementData()
{
uint32 size = 18 + m_completedAchievements.size()*8 + m_criteriaProgress.size() * 36;
bool send = false;
WorldPacket data(SMSG_ALL_ACHIEVEMENT_DATA);
if (size < 0x8000)
data.resize(size);
else
data.resize(0x7fff);
// More than this causes client trouble
CompletedAchievementMap::const_iterator iter = m_completedAchievements.begin();
CriteriaProgressMap::const_iterator iter2 = m_criteriaProgress.begin();
bool cAchievements = false;
bool cProgress = false;
while (!cAchievements || !cProgress)
{
data.clear();
send = false;
if (!cAchievements)
{
for (; iter != m_completedAchievements.end() && !send; ++iter)
{
data << uint32(iter->first);
data << uint32(secsToTimeBitFields(iter->second.date));
send = data.size() > 0x7f00;
}
if (iter == m_completedAchievements.end())
cAchievements = true;
}
data << int32(-1);
for (; iter2 != m_criteriaProgress.end() && !send; ++iter2)
{
data << uint32(iter2->first);
data.appendPackGUID(iter2->second.counter);
data.append(GetPlayer()->GetPackGUID());
data << uint32(0);
data << uint32(secsToTimeBitFields(iter2->second.date));
data << uint32(0);
data << uint32(0);
send = data.size() > 0x7f00;
}
if (iter2 == m_criteriaProgress.end())
cProgress = true;
data << int32(-1);
GetPlayer()->GetSession()->SendPacket(&data);
}
}
void AchievementMgr::SendRespondInspectAchievements(Player* player)
{
// since we don't know the exact size of the packed GUIDs this is just an approximation
WorldPacket data(SMSG_RESPOND_INSPECT_ACHIEVEMENTS, 4+4*2+m_completedAchievements.size()*4*2+m_completedAchievements.size()*7*4);
data.append(GetPlayer()->GetPackGUID());
BuildAllDataPacket(&data);
player->GetSession()->SendPacket(&data);
}
/**
* used by SMSG_RESPOND_INSPECT_ACHIEVEMENT
*/
void AchievementMgr::BuildAllDataPacket(WorldPacket *data)
{
for (CompletedAchievementMap::const_iterator iter = m_completedAchievements.begin(); iter != m_completedAchievements.end(); ++iter)
{
*data << uint32(iter->first);
*data << uint32(secsToTimeBitFields(iter->second.date));
}
*data << int32(-1);
for (CriteriaProgressMap::const_iterator iter = m_criteriaProgress.begin(); iter != m_criteriaProgress.end(); ++iter)
{
*data << uint32(iter->first);
data->appendPackGUID(iter->second.counter);
data->append(GetPlayer()->GetPackGUID());
*data << uint32(0);
*data << uint32(secsToTimeBitFields(iter->second.date));
*data << uint32(0);
*data << uint32(0);
}
*data << int32(-1);
}
bool AchievementMgr::HasAchieved(AchievementEntry const* achievement) const
{
return m_completedAchievements.find(achievement->ID) != m_completedAchievements.end();
}
//==========================================================
AchievementCriteriaEntryList const& AchievementGlobalMgr::GetAchievementCriteriaByType(AchievementCriteriaTypes type)
{
return m_AchievementCriteriasByType[type];
}
void AchievementGlobalMgr::LoadAchievementCriteriaList()
{
if (sAchievementCriteriaStore.GetNumRows() == 0)
{
barGoLink bar(1);
bar.step();
sLog.outString();
sLog.outErrorDb(">> Loaded 0 achievement criteria.");
return;
}
barGoLink bar(sAchievementCriteriaStore.GetNumRows());
for (uint32 entryId = 0; entryId < sAchievementCriteriaStore.GetNumRows(); ++entryId)
{
bar.step();
AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(entryId);
if (!criteria)
continue;
m_AchievementCriteriasByType[criteria->requiredType].push_back(criteria);
m_AchievementCriteriaListByAchievement[criteria->referredAchievement].push_back(criteria);
}
sLog.outString();
sLog.outString(">> Loaded %lu achievement criteria.",(unsigned long)m_AchievementCriteriasByType->size());
}
void AchievementGlobalMgr::LoadAchievementReferenceList()
{
if (sAchievementStore.GetNumRows() == 0)
{
barGoLink bar(1);
bar.step();
sLog.outString();
sLog.outErrorDb(">> Loaded 0 achievement references.");
return;
}
uint32 count = 0;
barGoLink bar(sAchievementStore.GetNumRows());
for (uint32 entryId = 0; entryId < sAchievementStore.GetNumRows(); ++entryId)
{
bar.step();
AchievementEntry const* achievement = sAchievementStore.LookupEntry(entryId);
if (!achievement || !achievement->refAchievement)
continue;
m_AchievementListByReferencedId[achievement->refAchievement].push_back(achievement);
++count;
}
sLog.outString();
sLog.outString(">> Loaded %u achievement references.",count);
}
void AchievementGlobalMgr::LoadAchievementCriteriaData()
{
m_criteriaDataMap.clear(); // need for reload case
QueryResult_AutoPtr result = WorldDatabase.Query("SELECT criteria_id, type, value1, value2 FROM achievement_criteria_data");
if (!result)
{
barGoLink bar(1);
bar.step();
sLog.outString();
sLog.outString(">> Loaded 0 additional achievement criteria data. DB table `achievement_criteria_data` is empty.");
return;
}
uint32 count = 0;
uint32 disabled_count = 0;
barGoLink bar(result->GetRowCount());
do
{
bar.step();
Field *fields = result->Fetch();
uint32 criteria_id = fields[0].GetUInt32();
AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(criteria_id);
if (!criteria)
{
sLog.outErrorDb("Table `achievement_criteria_data` have data for not existed criteria (Entry: %u), ignore.", criteria_id);
continue;
}
AchievementCriteriaData data(fields[1].GetUInt32(),fields[2].GetUInt32(),fields[3].GetUInt32());
if (!data.IsValid(criteria))
{
continue;
}
// this will allocate empty data set storage
AchievementCriteriaDataSet& dataSet = m_criteriaDataMap[criteria_id];
dataSet.SetCriteriaId(criteria_id);
if (data.dataType == ACHIEVEMENT_CRITERIA_DATA_TYPE_DISABLED)
++disabled_count;
// add real data only for not NONE data types
if (data.dataType != ACHIEVEMENT_CRITERIA_DATA_TYPE_NONE)
dataSet.Add(data);
// counting data by and data types
++count;
} while (result->NextRow());
// post loading checks
for (uint32 entryId = 0; entryId < sAchievementCriteriaStore.GetNumRows(); ++entryId)
{
AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(entryId);
if (!criteria)
continue;
switch(criteria->requiredType)
{
case ACHIEVEMENT_CRITERIA_TYPE_WIN_BG:
if (!criteria->win_bg.additionalRequirement1_type)
continue;
break;
case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE:
break; // any cases
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST:
{
AchievementEntry const* achievement = sAchievementStore.LookupEntry(criteria->referredAchievement);
if (!achievement)
continue;
// exist many achievements with this criteria, use at this moment hardcoded check to skil simple case
switch(achievement->ID)
{
case 31:
case 1275:
case 1276:
case 1277:
case 1282:
case 1789:
break;
default:
continue;
}
}
case ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING:
break; // any cases
case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL: // any cases
break;
case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA: // need skip generic cases
if (criteria->win_rated_arena.flag != ACHIEVEMENT_CRITERIA_CONDITION_NO_LOOSE)
continue;
break;
case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM: // any cases
break;
case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE: // need skip generic cases
if (criteria->do_emote.count == 0)
continue;
break;
case ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL: // skip statistics
if (criteria->win_duel.duelCount == 0)
continue;
break;
case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2: // any cases
break;
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE: // need skip generic cases
if (criteria->loot_type.lootTypeCount != 1)
continue;
break;
default: // type not use DB data, ignore
continue;
}
if (!GetCriteriaDataSet(criteria))
sLog.outErrorDb("Table `achievement_criteria_data` not have expected data for criteria (Entry: %u Type: %u) for achievement %u.", criteria->ID, criteria->requiredType, criteria->referredAchievement);
}
sLog.outString();
sLog.outString(">> Loaded %u additional achievement criteria data (%u disabled).",count,disabled_count);
}
void AchievementGlobalMgr::LoadCompletedAchievements()
{
QueryResult_AutoPtr result = CharacterDatabase.Query("SELECT achievement FROM character_achievement GROUP BY achievement");
if (!result)
{
barGoLink bar(1);
bar.step();
sLog.outString();
sLog.outString(">> Loaded 0 realm completed achievements . DB table `character_achievement` is empty.");
return;
}
barGoLink bar(result->GetRowCount());
do
{
bar.step();
Field *fields = result->Fetch();
uint32 achievement_id = fields[0].GetUInt32();
if (!sAchievementStore.LookupEntry(achievement_id))
{
// we will remove not existed achievement for all characters
sLog.outError("Not existed achievement %u data removed from table `character_achievement`.",achievement_id);
CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE achievement = %u",achievement_id);
continue;
}
m_allCompletedAchievements.insert(achievement_id);
} while (result->NextRow());
sLog.outString();
sLog.outString(">> Loaded %lu realm completed achievements.",(unsigned long)m_allCompletedAchievements.size());
}
void AchievementGlobalMgr::LoadRewards()
{
m_achievementRewards.clear(); // need for reload case
// 0 1 2 3 4 5 6
QueryResult_AutoPtr result = WorldDatabase.Query("SELECT entry, title_A, title_H, item, sender, subject, text FROM achievement_reward");
if (!result)
{
barGoLink bar(1);
bar.step();
sLog.outString();
sLog.outErrorDb(">> Loaded 0 achievement rewards. DB table `achievement_reward` is empty.");
return;
}
uint32 count = 0;
barGoLink bar(result->GetRowCount());
do
{
bar.step();
Field *fields = result->Fetch();
uint32 entry = fields[0].GetUInt32();
const AchievementEntry* pAchievement = sAchievementStore.LookupEntry(entry);
if (!pAchievement)
{
sLog.outErrorDb("Table `achievement_reward` has wrong achievement (Entry: %u), ignore", entry);
continue;
}
AchievementReward reward;
reward.titleId[0] = fields[1].GetUInt32();
reward.titleId[1] = fields[2].GetUInt32();
reward.itemId = fields[3].GetUInt32();
reward.sender = fields[4].GetUInt32();
reward.subject = fields[5].GetCppString();
reward.text = fields[6].GetCppString();
// must be title or mail at least
if (!reward.titleId[0] && !reward.titleId[1] && !reward.sender)
{
sLog.outErrorDb("Table `achievement_reward` (Entry: %u) not have title or item reward data, ignore.", entry);
continue;
}
if (pAchievement->factionFlag == ACHIEVEMENT_FACTION_ANY && ((reward.titleId[0] == 0) != (reward.titleId[1] == 0)))
sLog.outErrorDb("Table `achievement_reward` (Entry: %u) has title (A: %u H: %u) only for one from teams.", entry, reward.titleId[0], reward.titleId[1]);
if (reward.titleId[0])
{
CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(reward.titleId[0]);
if (!titleEntry)
{
sLog.outErrorDb("Table `achievement_reward` (Entry: %u) has invalid title id (%u) in `title_A`, set to 0", entry, reward.titleId[0]);
reward.titleId[0] = 0;
}
}
if (reward.titleId[1])
{
CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(reward.titleId[1]);
if (!titleEntry)
{
sLog.outErrorDb("Table `achievement_reward` (Entry: %u) has invalid title id (%u) in `title_H`, set to 0", entry, reward.titleId[1]);
reward.titleId[1] = 0;
}
}
//check mail data before item for report including wrong item case
if (reward.sender)
{
if (!objmgr.GetCreatureTemplate(reward.sender))
{
sLog.outErrorDb("Table `achievement_reward` (Entry: %u) has invalid creature entry %u as sender, mail reward skipped.", entry, reward.sender);
reward.sender = 0;
}
}
else
{
if (reward.itemId)
sLog.outErrorDb("Table `achievement_reward` (Entry: %u) not have sender data but have item reward, item will not rewarded", entry);
if (!reward.subject.empty())
sLog.outErrorDb("Table `achievement_reward` (Entry: %u) not have sender data but have mail subject.", entry);
if (!reward.text.empty())
sLog.outErrorDb("Table `achievement_reward` (Entry: %u) not have sender data but have mail text.", entry);
}
if (reward.itemId)
{
if (!objmgr.GetItemPrototype(reward.itemId))
{
sLog.outErrorDb("Table `achievement_reward` (Entry: %u) has invalid item id %u, reward mail will be without item.", entry, reward.itemId);
reward.itemId = 0;
}
}
m_achievementRewards[entry] = reward;
++count;
} while (result->NextRow());
sLog.outString();
sLog.outString(">> Loaded %u achievement rewards", count);
}
void AchievementGlobalMgr::LoadRewardLocales()
{
m_achievementRewardLocales.clear(); // need for reload case
QueryResult_AutoPtr result = WorldDatabase.Query("SELECT entry,subject_loc1,text_loc1,subject_loc2,text_loc2,subject_loc3,text_loc3,subject_loc4,text_loc4,subject_loc5,text_loc5,subject_loc6,text_loc6,subject_loc7,text_loc7,subject_loc8,text_loc8 FROM locales_achievement_reward");
if (!result)
{
barGoLink bar(1);
bar.step();
sLog.outString();
sLog.outString(">> Loaded 0 achievement reward locale strings.");
sLog.outString(">> DB table `locales_achievement_reward` is empty.");
return;
}
barGoLink bar(result->GetRowCount());
do
{
Field *fields = result->Fetch();
bar.step();
uint32 entry = fields[0].GetUInt32();
if (m_achievementRewards.find(entry) == m_achievementRewards.end())
{
sLog.outErrorDb("Table `locales_achievement_reward` (Entry: %u) has locale strings for not existed achievement reward .", entry);
continue;
}
AchievementRewardLocale& data = m_achievementRewardLocales[entry];
for (int i = 1; i < MAX_LOCALE; ++i)
{
std::string str = fields[1+2*(i-1)].GetCppString();
if (!str.empty())
{
int idx = objmgr.GetOrNewIndexForLocale(LocaleConstant(i));
if (idx >= 0)
{
if (data.subject.size() <= size_t(idx))
data.subject.resize(idx+1);
data.subject[idx] = str;
}
}
str = fields[1+2*(i-1)+1].GetCppString();
if (!str.empty())
{
int idx = objmgr.GetOrNewIndexForLocale(LocaleConstant(i));
if (idx >= 0)
{
if (data.text.size() <= size_t(idx))
data.text.resize(idx+1);
data.text[idx] = str;
}
}
}
} while (result->NextRow());
sLog.outString();
sLog.outString(">> Loaded %lu achievement reward locale strings", (unsigned long)m_achievementRewardLocales.size());
}
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