/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as published by the
* Free Software Foundation; either version 3 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 Affero 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 "AchievementMgr.h"
#include "AccountMgr.h"
#include "ArenaTeam.h"
#include "ArenaTeamMgr.h"
#include "Battleground.h"
#include "BattlegroundAB.h"
#include "CellImpl.h"
#include "Chat.h"
#include "ChatTextBuilder.h"
#include "Common.h"
#include "DBCEnums.h"
#include "DatabaseEnv.h"
#include "DisableMgr.h"
#include "GameEventMgr.h"
#include "GameTime.h"
#include "GridNotifiersImpl.h"
#include "Guild.h"
#include "GuildMgr.h"
#include "InstanceScript.h"
#include "Language.h"
#include "Map.h"
#include "MapMgr.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "ReputationMgr.h"
#include "ScriptMgr.h"
#include "SpellMgr.h"
#include "World.h"
#include "WorldPacket.h"
#include "WorldSessionMgr.h"
bool AchievementCriteriaData::IsValid(AchievementCriteriaEntry const* criteria)
{
if (dataType >= MAX_ACHIEVEMENT_CRITERIA_DATA_TYPE)
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` for criteria (Entry: {}) has wrong data type ({}), ignored.", criteria->ID, dataType);
return false;
}
switch (criteria->requiredType)
{
case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE:
case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE_TYPE:
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_WIN_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:
case ACHIEVEMENT_CRITERIA_TYPE_ON_LOGIN:
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM:
case ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM:
case ACHIEVEMENT_CRITERIA_TYPE_OWN_RANK:
break;
default:
if (dataType != ACHIEVEMENT_CRITERIA_DATA_TYPE_SCRIPT)
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` has data for non-supported criteria type (Entry: {} Type: {}), ignored.", criteria->ID, criteria->requiredType);
return false;
}
break;
}
switch (dataType)
{
case ACHIEVEMENT_CRITERIA_DATA_TYPE_NONE:
case ACHIEVEMENT_CRITERIA_DATA_TYPE_INSTANCE_SCRIPT:
case ACHIEVEMENT_CRITERIA_DATA_TYPE_NTH_BIRTHDAY:
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_CREATURE:
if (!creature.id || !sObjectMgr->GetCreatureTemplate(creature.id))
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` (Entry: {} Type: {}) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_CREATURE ({}) has non-existing creature id in value1 ({}), 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 && ((1 << (classRace.class_id - 1)) & CLASSMASK_ALL_PLAYABLE) == 0)
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` (Entry: {} Type: {}) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_CLASS_RACE ({}) has non-existing class in value1 ({}), ignored.",
criteria->ID, criteria->requiredType, dataType, classRace.class_id);
return false;
}
if (classRace.race_id && ((1 << (classRace.race_id - 1)) & RACEMASK_ALL_PLAYABLE) == 0)
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` (Entry: {} Type: {}) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_CLASS_RACE ({}) has non-existing race in value2 ({}), 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)
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` (Entry: {} Type: {}) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_PLAYER_LESS_HEALTH ({}) has wrong percent value in value1 ({}), ignored.",
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)
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` (Entry: {} Type: {}) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_DEAD ({}) has wrong boolean value1 ({}).",
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:
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(aura.spell_id);
if (!spellInfo)
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` (Entry: {} Type: {}) for data type {} ({}) has wrong spell id in value1 ({}), 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)
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` (Entry: {} Type: {}) for data type {} ({}) has wrong spell effect index in value2 ({}), 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 (!spellInfo->Effects[aura.effect_idx].ApplyAuraName)
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` (Entry: {} Type: {}) for data type {} ({}) has non-aura spell effect (ID: {} Effect: {}), 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_S_AREA:
if (!sAreaTableStore.LookupEntry(area.id))
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` (Entry: {} Type: {}) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AREA ({}) has wrong area id in value1 ({}), ignored.",
criteria->ID, criteria->requiredType, dataType, area.id);
return false;
}
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_VALUE:
if (value.compType >= COMP_TYPE_MAX)
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` (Entry: {} Type: {}) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_VALUE ({}) has wrong ComparisionType in value2 ({}), ignored.",
value.compType, criteria->requiredType, dataType, value.value);
return false;
}
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_LEVEL:
if (level.minlevel > STRONG_MAX_LEVEL)
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` (Entry: {} Type: {}) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_T_LEVEL ({}) has wrong minlevel in value1 ({}), ignored.",
criteria->ID, criteria->requiredType, dataType, level.minlevel);
return false;
}
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_GENDER:
if (gender.gender > GENDER_NONE)
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` (Entry: {} Type: {}) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_T_GENDER ({}) has wrong gender in value1 ({}), ignored.",
criteria->ID, criteria->requiredType, dataType, gender.gender);
return false;
}
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_SCRIPT:
if (!ScriptId)
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` (Entry: {} Type: {}) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_SCRIPT ({}) does not have ScriptName set, ignored.",
criteria->ID, criteria->requiredType, dataType);
return false;
}
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_DIFFICULTY:
if (difficulty.difficulty >= MAX_DIFFICULTY)
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` (Entry: {} Type: {}) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_DIFFICULTY ({}) has wrong difficulty in value1 ({}), ignored.",
criteria->ID, criteria->requiredType, dataType, difficulty.difficulty);
return false;
}
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_PLAYER_COUNT:
if (map_players.maxcount <= 0)
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` (Entry: {} Type: {}) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_PLAYER_COUNT ({}) has wrong max players count in value1 ({}), 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)
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` (Entry: {} Type: {}) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_T_TEAM ({}) has unknown team in value1 ({}), ignored.",
criteria->ID, criteria->requiredType, dataType, team.team);
return false;
}
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_DRUNK:
if (drunk.state >= MAX_DRUNKEN)
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` (Entry: {} Type: {}) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_S_DRUNK ({}) has unknown drunken state in value1 ({}), ignored.",
criteria->ID, criteria->requiredType, dataType, drunk.state);
return false;
}
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_HOLIDAY:
if (!sHolidaysStore.LookupEntry(holiday.id))
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` (Entry: {} Type: {}) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_HOLIDAY ({}) has unknown holiday in value1 ({}), ignored.",
criteria->ID, criteria->requiredType, dataType, holiday.id);
return false;
}
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_BG_LOSS_TEAM_SCORE:
case ACHIEVEMENT_CRITERIA_DATA_TYPE_BG_TEAMS_SCORES:
return true; // not check correctness node indexes
case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_EQUIPPED_ITEM:
case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_ITEM_QUALITY:
if (equipped_item.item_quality >= MAX_ITEM_QUALITY)
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_requirement` (Entry: {} Type: {}) for requirement ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPPED_ITEM ({}) has unknown quality state in value1 ({}), ignored.",
criteria->ID, criteria->requiredType, dataType, equipped_item.item_quality);
return false;
}
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_ID:
if (!sMapStore.LookupEntry(map_id.mapId))
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_requirement` (Entry: {} Type: {}) for requirement ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_ID ({}) has unknown map id in value1 ({}), ignored.",
criteria->ID, criteria->requiredType, dataType, map_id.mapId);
return false;
}
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_PLAYER_CLASS_RACE:
if (!classRace.class_id && !classRace.race_id)
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` (Entry: {} Type: {}) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_S_PLAYER_CLASS_RACE ({}) 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)
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` (Entry: {} Type: {}) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_S_PLAYER_CLASS_RACE ({}) has non-existing class in value1 ({}), ignored.",
criteria->ID, criteria->requiredType, dataType, classRace.class_id);
return false;
}
if (classRace.race_id && ((1 << (classRace.race_id - 1)) & RACEMASK_ALL_PLAYABLE) == 0)
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` (Entry: {} Type: {}) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_S_PLAYER_CLASS_RACE ({}) has non-existing race in value2 ({}), ignored.",
criteria->ID, criteria->requiredType, dataType, classRace.race_id);
return false;
}
return true;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_KNOWN_TITLE:
{
if (!sCharTitlesStore.LookupEntry(known_title.title_id))
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_requirement` (Entry: {} Type: {}) for requirement ACHIEVEMENT_CRITERIA_DATA_TYPE_S_KNOWN_TITLE ({}) have unknown title_id in value1 ({}), ignore.",
criteria->ID, criteria->requiredType, dataType, known_title.title_id);
return false;
}
return true;
}
default:
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` (Entry: {} Type: {}) has data for non-supported data type ({}), 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->IsCreature())
return false;
return target->GetEntry() == creature.id;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_CLASS_RACE:
if (!target || !target->IsPlayer())
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->IsPlayer())
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->IsPlayer())
return false;
return !target->HealthAbovePct(health.percent);
case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_DEAD:
if (target && !target->IsAlive())
if (Player const* player = target->ToPlayer())
if (player->GetDeathTimer() != 0)
// flag set == must be same team, not set == different team
return (player->GetTeamId() == source->GetTeamId()) == (player_dead.own_team_flag != 0);
return false;
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 CompareValues(ComparisionType(value.compType), miscvalue1, value.value);
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(ScriptId, const_cast(source), const_cast(target), criteria_id);
case ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_DIFFICULTY:
{
if (source->GetMap()->IsRaid())
if (source->GetMap()->Is25ManRaid() != ((difficulty.difficulty & RAID_DIFFICULTY_MASK_25MAN) != 0))
return false;
AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(criteria_id);
uint8 spawnMode = source->GetMap()->GetSpawnMode();
// Dungeons completed on heroic mode count towards both in general achievement, but not in statistics.
return sAchievementMgr->IsStatisticCriteria(criteria) ? spawnMode == difficulty.difficulty : spawnMode >= 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->IsPlayer())
return false;
// DB data compatibility...
uint32 teamOld = target->ToPlayer()->GetTeamId() == TEAM_ALLIANCE ? ALLIANCE : HORDE;
return teamOld == 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;
uint32 score = bg->GetTeamScore(source->GetTeamId() == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE);
return score >= bg_loss_team_score.min_score && score <= bg_loss_team_score.max_score;
}
case ACHIEVEMENT_CRITERIA_DATA_TYPE_INSTANCE_SCRIPT:
{
if (!source->IsInWorld())
return false;
Map* map = source->GetMap();
if (!map->IsDungeon())
{
LOG_ERROR("sql.sql", "Achievement system call ACHIEVEMENT_CRITERIA_DATA_TYPE_INSTANCE_SCRIPT ({}) for achievement criteria {} for non-dungeon/non-raid map {}",
ACHIEVEMENT_CRITERIA_DATA_TYPE_INSTANCE_SCRIPT, criteria_id, map->GetId());
return false;
}
InstanceScript* instance = map->ToInstanceMap()->GetInstanceScript();
if (!instance)
{
LOG_ERROR("sql.sql", "Achievement system call ACHIEVEMENT_CRITERIA_DATA_TYPE_INSTANCE_SCRIPT ({}) for achievement criteria {} for map {} but map does not have a instance script",
ACHIEVEMENT_CRITERIA_DATA_TYPE_INSTANCE_SCRIPT, criteria_id, map->GetId());
return false;
}
return instance->CheckAchievementCriteriaMeet(criteria_id, source, target, miscvalue1);
}
case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_EQUIPPED_ITEM:
{
ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(miscvalue1);
if (!pProto)
return false;
return pProto->ItemLevel >= equipped_item.item_level && pProto->Quality >= equipped_item.item_quality;
}
case ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_ID:
return source->GetMapId() == map_id.mapId;
case ACHIEVEMENT_CRITERIA_DATA_TYPE_NTH_BIRTHDAY:
{
tm birthday_tm = Acore::Time::TimeBreakdown(sWorld->getIntConfig(CONFIG_BIRTHDAY_TIME));
// exactly N birthday
birthday_tm.tm_year += birthday_login.nth_birthday;
time_t birthday = mktime(&birthday_tm);
time_t now = GameTime::GetGameTime().count();
return now <= birthday + DAY && now >= birthday;
}
case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_KNOWN_TITLE:
{
if (CharTitlesEntry const* titleInfo = sCharTitlesStore.LookupEntry(known_title.title_id))
return source && source->HasTitle(titleInfo->bit_index);
return false;
}
case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_ITEM_QUALITY:
{
ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(miscvalue1);
if (!pProto)
return false;
return pProto->Quality == item.item_quality;
}
case ACHIEVEMENT_CRITERIA_DATA_TYPE_BG_TEAMS_SCORES:
{
Battleground* bg = source->GetBattleground();
if (!bg)
{
return false;
}
TeamId winnerTeam = GetTeamId(bg->GetWinner());
if (winnerTeam == TEAM_NEUTRAL)
{
return false;
}
uint32 winnnerScore = bg->GetTeamScore(winnerTeam);
uint32 loserScore = bg->GetTeamScore(TeamId(!uint32(winnerTeam)));
return source->GetTeamId() == winnerTeam && winnnerScore == teams_scores.winner_score && loserScore == teams_scores.loser_score;
}
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;
}
AchievementMgr::AchievementMgr(Player* player)
{
_player = player;
_offlineUpdatesDelayTimer = 0;
}
AchievementMgr::~AchievementMgr()
{
}
void AchievementMgr::Reset()
{
for (CompletedAchievementMap::const_iterator iter = _completedAchievements.begin(); iter != _completedAchievements.end(); ++iter)
{
WorldPacket data(SMSG_ACHIEVEMENT_DELETED, 4);
data << uint32(iter->first);
_player->SendDirectMessage(&data);
}
for (CriteriaProgressMap::const_iterator iter = _criteriaProgress.begin(); iter != _criteriaProgress.end(); ++iter)
{
WorldPacket data(SMSG_CRITERIA_DELETED, 4);
data << uint32(iter->first);
_player->SendDirectMessage(&data);
}
_completedAchievements.clear();
_criteriaProgress.clear();
DeleteFromDB(_player->GetGUID().GetCounter());
// re-fill data
CheckAllAchievementCriteria();
}
void AchievementMgr::ResetAchievementCriteria(AchievementCriteriaCondition condition, uint32 value, bool evenIfCriteriaComplete)
{
// disable for gamemasters with GM-mode enabled
if (_player->IsGameMaster())
return;
LOG_DEBUG("achievement", "AchievementMgr::ResetAchievementCriteria({}, {}, {})", condition, value, evenIfCriteriaComplete);
AchievementCriteriaEntryList const* achievementCriteriaList = sAchievementMgr->GetAchievementCriteriaByCondition(condition, value);
if (!achievementCriteriaList)
return;
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;
RemoveCriteriaProgress(achievementCriteria);
}
}
void AchievementMgr::DeleteFromDB(ObjectGuid::LowType lowguid)
{
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACHIEVEMENT);
stmt->SetData(0, lowguid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACHIEVEMENT_PROGRESS);
stmt->SetData(0, lowguid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACHIEVEMENT_OFFLINE_UPDATES);
stmt->SetData(0, lowguid);
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
}
void AchievementMgr::SaveToDB(CharacterDatabaseTransaction trans)
{
if (!_completedAchievements.empty())
{
for (CompletedAchievementMap::iterator iter = _completedAchievements.begin(); iter != _completedAchievements.end(); ++iter)
{
if (!iter->second.changed)
continue;
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACHIEVEMENT_BY_ACHIEVEMENT);
stmt->SetData(0, iter->first);
stmt->SetData(1, GetPlayer()->GetGUID().GetCounter());
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_ACHIEVEMENT);
stmt->SetData(0, GetPlayer()->GetGUID().GetCounter());
stmt->SetData(1, iter->first);
stmt->SetData(2, uint32(iter->second.date));
trans->Append(stmt);
iter->second.changed = false;
sScriptMgr->OnPlayerAchievementSave(trans, GetPlayer(), iter->first, iter->second);
}
}
if (!_criteriaProgress.empty())
{
for (CriteriaProgressMap::iterator iter = _criteriaProgress.begin(); iter != _criteriaProgress.end(); ++iter)
{
if (!iter->second.changed)
continue;
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACHIEVEMENT_PROGRESS_BY_CRITERIA);
stmt->SetData(0, GetPlayer()->GetGUID().GetCounter());
stmt->SetData(1, iter->first);
trans->Append(stmt);
// pussywizard: insert only for (counter != 0) is very important! this is how criteria of completed achievements gets deleted from db (by setting counter to 0); if conflicted during merge - contact me
if (iter->second.counter)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_ACHIEVEMENT_PROGRESS);
stmt->SetData(0, GetPlayer()->GetGUID().GetCounter());
stmt->SetData(1, iter->first);
stmt->SetData(2, iter->second.counter);
stmt->SetData(3, uint32(iter->second.date));
trans->Append(stmt);
}
iter->second.changed = false;
sScriptMgr->OnPlayerCriteriaSave(trans, GetPlayer(), iter->first, iter->second);
}
}
}
void AchievementMgr::LoadFromDB(PreparedQueryResult achievementResult, PreparedQueryResult criteriaResult, PreparedQueryResult offlineUpdatesResult)
{
if (achievementResult)
{
do
{
Field* fields = achievementResult->Fetch();
uint32 achievementid = fields[0].Get();
// must not happen: cleanup at server startup in sAchievementMgr->LoadCompletedAchievements()
AchievementEntry const* achievement = sAchievementStore.LookupEntry(achievementid);
if (!achievement)
continue;
CompletedAchievementData& ca = _completedAchievements[achievementid];
ca.date = time_t(fields[1].Get());
ca.changed = false;
// title achievement rewards are retroactive
if (AchievementReward const* reward = sAchievementMgr->GetAchievementReward(achievement))
if (uint32 titleId = reward->titleId[Player::TeamIdForRace(GetPlayer()->getRace())])
if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(titleId))
if (!GetPlayer()->HasTitle(titleEntry))
GetPlayer()->SetTitle(titleEntry);
} while (achievementResult->NextRow());
}
if (criteriaResult)
{
do
{
Field* fields = criteriaResult->Fetch();
uint32 id = fields[0].Get();
uint32 counter = fields[1].Get();
time_t date = time_t(fields[2].Get());
AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(id);
if (!criteria)
{
// we will remove not existed criteria for all characters
LOG_ERROR("achievement", "Non-existing achievement criteria {} data removed from table `character_achievement_progress`.", id);
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_INVALID_ACHIEV_PROGRESS_CRITERIA);
stmt->SetData(0, uint16(id));
CharacterDatabase.Execute(stmt);
continue;
}
if (criteria->timeLimit && time_t(date + criteria->timeLimit) < GameTime::GetGameTime().count())
continue;
CriteriaProgress& progress = _criteriaProgress[id];
progress.counter = counter;
progress.date = date;
progress.changed = false;
} while (criteriaResult->NextRow());
}
if (offlineUpdatesResult)
{
uint32 count = 0;
do
{
Field* fields = offlineUpdatesResult->Fetch();
AchievementOfflinePlayerUpdate update;
update.updateType = static_cast(fields[0].Get());
update.arg1 = fields[1].Get();
update.arg2 = fields[2].Get();
update.arg3 = fields[3].Get();
_offlineUpdatesQueue.push_back(update);
++count;
} while (offlineUpdatesResult->NextRow());
if (count > 0)
_offlineUpdatesDelayTimer = 5 * SECOND * IN_MILLISECONDS;
}
}
void AchievementMgr::SendAchievementEarned(AchievementEntry const* achievement) const
{
if (GetPlayer()->GetSession()->PlayerLoading())
return;
// Don't send for achievements with ACHIEVEMENT_FLAG_TRACKING
if (achievement->flags & ACHIEVEMENT_FLAG_HIDDEN)
return;
LOG_DEBUG("achievement", "AchievementMgr::SendAchievementEarned({})", achievement->ID);
Guild* guild = sGuildMgr->GetGuildById(GetPlayer()->GetGuildId());
if (guild)
{
Acore::BroadcastTextBuilder _builder(GetPlayer(), CHAT_MSG_GUILD_ACHIEVEMENT, BROADCAST_TEXT_ACHIEVEMENT_EARNED, GetPlayer()->getGender(), GetPlayer(), achievement->ID);
Acore::LocalizedPacketDo _localizer(_builder);
guild->BroadcastWorker(_localizer, GetPlayer());
}
if (achievement->flags & (ACHIEVEMENT_FLAG_REALM_FIRST_KILL | ACHIEVEMENT_FLAG_REALM_FIRST_REACH))
{
// If guild exists - send its name to the server
// If guild does not exist - send player's name to the server
if (achievement->flags & ACHIEVEMENT_FLAG_REALM_FIRST_KILL && guild)
{
WorldPacket data(SMSG_SERVER_FIRST_ACHIEVEMENT, guild->GetName().size() + 1 + 8 + 4 + 4);
data << guild->GetName();
data << GetPlayer()->GetGUID();
data << uint32(achievement->ID);
data << uint32(0); // display name as plain string in chat (always 0 for guild)
sWorldSessionMgr->SendGlobalMessage(&data);
}
else
{
TeamId teamId = GetPlayer()->GetTeamId();
// broadcast realm first reached
WorldPacket data(SMSG_SERVER_FIRST_ACHIEVEMENT, GetPlayer()->GetName().size() + 1 + 8 + 4 + 4);
data << GetPlayer()->GetName();
data << GetPlayer()->GetGUID();
data << uint32(achievement->ID);
std::size_t linkTypePos = data.wpos();
data << uint32(1); // display name as clickable link in chat
sWorldSessionMgr->SendGlobalMessage(&data, nullptr, teamId);
data.put(linkTypePos, 0); // display name as plain string in chat
sWorldSessionMgr->SendGlobalMessage(&data, nullptr, teamId == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE);
}
}
// if player is in world he can tell his friends about new achievement
else if (GetPlayer()->IsInWorld())
{
Acore::BroadcastTextBuilder _builder(GetPlayer(), CHAT_MSG_ACHIEVEMENT, BROADCAST_TEXT_ACHIEVEMENT_EARNED, GetPlayer()->getGender(), GetPlayer(), achievement->ID);
Acore::LocalizedPacketDo _localizer(_builder);
Acore::PlayerDistWorker> _worker(GetPlayer(), sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY), _localizer);
Cell::VisitObjects(GetPlayer(), _worker, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY));
}
WorldPacket data(SMSG_ACHIEVEMENT_EARNED, 8 + 4 + 8);
data << GetPlayer()->GetPackGUID();
data << uint32(achievement->ID);
data.AppendPackedTime(GameTime::GetGameTime().count());
data << uint32(0);
GetPlayer()->SendMessageToSetInRange(&data, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY), true);
}
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 << GetPlayer()->GetPackGUID();
if (!entry->timeLimit)
data << uint32(0);
else
data << uint32(timedCompleted ? 0 : 1); // 1 is for keeping the counter at 0 in client
data.AppendPackedTime(progress->date);
data << uint32(timeElapsed); // time elapsed in seconds
if (sAchievementMgr->IsAverageCriteria(entry))
data << uint32(GameTime::GetGameTime().count() - GetPlayer()->GetCreationTime().count()); // for average achievements
else
data << uint32(timeElapsed); // time elapsed in seconds
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 achievIdForDungeon[][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 /*= 0*/, uint32 miscValue2 /*= 0*/, Unit* unit /*= nullptr*/)
{
// disable for gamemasters with GM-mode enabled
if (_player->IsGameMaster())
return;
if (type >= ACHIEVEMENT_CRITERIA_TYPE_TOTAL)
{
LOG_DEBUG("achievement", "UpdateAchievementCriteria: Wrong criteria type {}", type);
return;
}
LOG_DEBUG("achievement", "AchievementMgr::UpdateAchievementCriteria({}, {}, {})", type, miscValue1, miscValue2);
AchievementCriteriaEntryList const* achievementCriteriaList = nullptr;
switch (type)
{
case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE:
case ACHIEVEMENT_CRITERIA_TYPE_WIN_BG:
case ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL:
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT:
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE:
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_BATTLEGROUND:
case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_CREATURE:
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST:
case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET:
case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL:
case ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE:
case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL_AT_AREA:
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL:
case ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM:
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL:
case ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM:
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM:
case ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA:
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION:
case ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS:
case ACHIEVEMENT_CRITERIA_TYPE_HK_RACE:
case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE:
case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM:
case ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT:
case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2:
case ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT:
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS:
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE:
case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2:
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE:
if (miscValue1)
{
achievementCriteriaList = sAchievementMgr->GetSpecialAchievementCriteriaByType(type, miscValue1);
break;
}
achievementCriteriaList = sAchievementMgr->GetAchievementCriteriaByType(type);
break;
case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM:
if (miscValue2)
{
achievementCriteriaList = sAchievementMgr->GetSpecialAchievementCriteriaByType(type, miscValue2);
break;
}
achievementCriteriaList = sAchievementMgr->GetAchievementCriteriaByType(type);
break;
default:
achievementCriteriaList = sAchievementMgr->GetAchievementCriteriaByType(type);
break;
}
if (!achievementCriteriaList)
return;
sScriptMgr->OnBeforeCheckCriteria(this, achievementCriteriaList);
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))
continue;
if (!sScriptMgr->CanCheckCriteria(this, achievementCriteria))
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:
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED:
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED:
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_DISENCHANT:
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_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:
case ACHIEVEMENT_CRITERIA_TYPE_TOTAL_DAMAGE_RECEIVED:
case ACHIEVEMENT_CRITERIA_TYPE_TOTAL_HEALING_RECEIVED:
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, miscValue1, PROGRESS_ACCUMULATE);
break;
// std case: high value at miscvalue1
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD:
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_COMPLETE_DAILY_QUEST:
{
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if (!miscValue1)
continue;
if (achievement->categoryId == CATEGORY_CHILDRENS_WEEK)
{
AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria);
if (!data || !data->Meets(GetPlayer(), nullptr))
continue;
}
SetCriteriaProgress(achievementCriteria, 1, 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 != GetPlayer()->GetMapId())
continue;
// those requirements couldn't be found in the dbc
AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria);
if (!data || !data->Meets(GetPlayer(), unit))
continue;
SetCriteriaProgress(achievementCriteria, 1, 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 = sAchievementMgr->GetCriteriaDataSet(achievementCriteria);
if (!data || !data->Meets(GetPlayer(), unit))
continue;
SetCriteriaProgress(achievementCriteria, miscValue2, PROGRESS_ACCUMULATE);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE_TYPE:
{
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if (!miscValue2)
continue;
// those requirements couldn't be found in the dbc
AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria);
if (!data || !data->Meets(GetPlayer(), unit, miscValue1))
continue;
SetCriteriaProgress(achievementCriteria, miscValue2, PROGRESS_ACCUMULATE);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL:
if (AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria))
if (!data->Meets(GetPlayer(), unit))
continue;
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 ((miscValue1 && achievementCriteria->complete_achievement.linkedAchievement == miscValue1) || (!miscValue1 && GetPlayer()->HasAchieved(achievementCriteria->complete_achievement.linkedAchievement)))
SetCriteriaProgress(achievementCriteria, 1);
break;
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT:
{
SetCriteriaProgress(achievementCriteria, GetPlayer()->GetRewardedQuestCount());
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST_DAILY:
{
Seconds nextDailyResetTime = sWorld->GetNextDailyQuestsResetTime();
CriteriaProgress* progress = GetCriteriaProgress(achievementCriteria);
if (!miscValue1) // Login case.
{
// reset if player missed one day.
if (progress && Seconds(progress->date) < (nextDailyResetTime - 2_days))
SetCriteriaProgress(achievementCriteria, 0, PROGRESS_SET);
continue;
}
ProgressType progressType;
if (!progress)
// 1st time. Start count.
progressType = PROGRESS_SET;
else if (Seconds(progress->date) < (nextDailyResetTime - 2_days))
// last progress is older than 2 days. Player missed 1 day => Retart count.
progressType = PROGRESS_RESET;
else if (Seconds(progress->date) < (nextDailyResetTime - 1_days))
// 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, 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 = GetPlayer()->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 && !(quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_NO_LOREMASTER_COUNT)))
++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, 1, 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() : sMapMgr->FindMap(GetPlayer()->GetMapId(), GetPlayer()->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 (GetPlayer()->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 (map->ToInstanceMap()->GetMaxPlayers() != achievementCriteria->death_in_dungeon.manLimit)
continue;
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_RAID:
{
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if (!miscValue1)
continue;
Map const* map = GetPlayer()->IsInWorld() ? GetPlayer()->GetMap() : sMapMgr->FindMap(GetPlayer()->GetMapId(), GetPlayer()->GetInstanceId());
if (!map || !map->IsDungeon())
continue;
if (map->ToInstanceMap()->GetMaxPlayers() != achievementCriteria->complete_raid.groupSize)
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()->GetTeamId())
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 = sAchievementMgr->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;
}
if (AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria))
if (!data->Meets(GetPlayer(), unit))
continue;
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 = sAchievementMgr->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 = sAchievementMgr->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_CORPSE 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 = sAchievementMgr->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, miscValue2, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA:
if (!miscValue1) // no update at login
continue;
// additional requirements
if (achievementCriteria->additionalRequirements[0].additionalRequirement_type == ACHIEVEMENT_CRITERIA_CONDITION_NO_LOSE)
{
// those requirements couldn't be found in the dbc
AchievementCriteriaDataSet const* data = sAchievementMgr->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;
// Children's Week achievements have extra requirements
//if (achievement->categoryId == CATEGORY_CHILDRENS_WEEK || achievement->ID == 1291) // Lonely?
{
// Xinef: skip progress only if data exists and is not meet
AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria);
if (data && !data->Meets(GetPlayer(), nullptr))
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)
{
AreaTableEntry const* area = sAreaTableStore.LookupEntry(worldOverlayEntry->areatableID[j]);
if (!area)
break;
uint32 playerIndexOffset = uint32(area->exploreFlag) / 32;
if (playerIndexOffset >= PLAYER_EXPLORED_ZONES_SIZE)
continue;
uint32 mask = 1 << (uint32(area->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 = sAchievementMgr->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;
ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(miscValue1);
if (!pProto)
continue;
// check item level via achievement_criteria_data
AchievementCriteriaDataSet const* data = sAchievementMgr->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 = sAchievementMgr->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->additionalRequirements[0].additionalRequirement_type == ACHIEVEMENT_CRITERIA_CONDITION_BG_MAP)
{
if (GetPlayer()->GetMapId() != achievementCriteria->additionalRequirements[0].additionalRequirement_value)
continue;
// map specific case (BG in fact) expected player targeted damage/heal
if (!unit || !unit->IsPlayer())
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 = sSpellMgr->GetSkillLineAbilityMapBounds(spellIter->first);
for (SkillLineAbilityMap::const_iterator skillIter = bounds.first; skillIter != bounds.second; ++skillIter)
{
if (skillIter->second->SkillLine == achievementCriteria->learn_skillline_spell.skillLine)
{
// xinef: do not add couter twice if by any chance skill is listed twice in dbc (eg. skill 777 and spell 22717)
++spellCount;
break;
}
}
}
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 = sAchievementMgr->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;
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(miscValue1);
if (!proto || proto->Quality < ITEM_QUALITY_EPIC)
continue;
AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria);
if (!data || !data->Meets(GetPlayer(), unit, miscValue1))
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 = sSpellMgr->GetSkillLineAbilityMapBounds(spellIter->first);
for (SkillLineAbilityMap::const_iterator skillIter = bounds.first; skillIter != bounds.second; ++skillIter)
{
if (skillIter->second->SkillLine == achievementCriteria->learn_skill_line.skillLine)
{
// xinef: do not add couter twice if by any chance skill is listed twice in dbc (eg. skill 777 and spell 22717)
++spellCount;
break;
}
}
}
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;
case ACHIEVEMENT_CRITERIA_TYPE_EARN_ACHIEVEMENT_POINTS:
{
if (!miscValue1)
{
uint32 points = 0;
for (CompletedAchievementMap::iterator itr = _completedAchievements.begin(); itr != _completedAchievements.end(); ++itr)
if (AchievementEntry const* pAchievement = sAchievementStore.LookupEntry(itr->first))
points += pAchievement->points;
SetCriteriaProgress(achievementCriteria, points, PROGRESS_SET);
}
else
SetCriteriaProgress(achievementCriteria, miscValue1, PROGRESS_ACCUMULATE);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE:
{
if (!miscValue1 || miscValue1 != achievementCriteria->bg_objective.objectiveId)
continue;
// those requirements couldn't be found in the dbc
AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria);
if (!data || !data->Meets(GetPlayer(), unit))
continue;
SetCriteriaProgress(achievementCriteria, 1, 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;
// those requirements couldn't be found in the dbc
AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria);
if (!data || !data->Meets(GetPlayer(), unit))
continue;
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL_AT_AREA:
{
if (!miscValue1 || miscValue1 != achievementCriteria->honorable_kill_at_area.areaID)
continue;
SetCriteriaProgress(achievementCriteria, 1, 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, PROGRESS_HIGHEST);
}
else // login case
{
for (uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
{
uint32 arenaTeamId = GetPlayer()->GetArenaTeamId(arena_slot);
if (!arenaTeamId)
continue;
ArenaTeam* team = sArenaTeamMgr->GetArenaTeamById(arenaTeamId);
if (!team || team->GetType() != reqTeamType)
continue;
SetCriteriaProgress(achievementCriteria, team->GetStats().Rating, 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, PROGRESS_HIGHEST);
}
else // login case
{
for (uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
{
uint32 arenaTeamId = GetPlayer()->GetArenaTeamId(arena_slot);
if (!arenaTeamId)
continue;
ArenaTeam* team = sArenaTeamMgr->GetArenaTeamById(arenaTeamId);
if (!team || team->GetType() != reqTeamType)
continue;
if (ArenaTeamMember const* member = team->GetMember(GetPlayer()->GetGUID()))
{
SetCriteriaProgress(achievementCriteria, member->PersonalRating, PROGRESS_HIGHEST);
break;
}
}
}
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_ON_LOGIN:
{
// This criteria is only called directly after login - with expected miscvalue1 == 1
if (!miscValue1)
continue;
// They have no proper requirements in dbc
AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria);
if (!data || !data->Meets(GetPlayer(), unit))
continue;
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_PLAY_ARENA:
case ACHIEVEMENT_CRITERIA_TYPE_WIN_ARENA: // This also behaves like ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA
{
// those requirements couldn't be found in the dbc
AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria);
if (!data || !data->Meets(GetPlayer(), nullptr))
continue;
// Check map id requirement
if (miscValue1 == achievementCriteria->win_arena.mapID)
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_OWN_RANK:
{
// those requirements couldn't be found in the dbc
AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria);
if (!data || !data->Meets(GetPlayer(), nullptr))
continue;
SetCriteriaProgress(achievementCriteria, 1);
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_TOTAL:
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 = sAchievementMgr->GetAchievementByReferencedId(achievement->ID))
for (AchievementEntryList::const_iterator itr = achRefList->begin(); itr != achRefList->end(); ++itr)
if (IsCompletedAchievement(*itr))
CompletedAchievement(*itr);
}
}
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;
}
// pussywizard: progress will be deleted after getting the achievement (optimization)
// finished achievement should indicate criteria completed, since not finding progress would start some timed achievements and probably other things
if (HasAchieved(achievement->ID))
{
bool completed = true;
// completed only after all referenced achievements are also completed
if (AchievementEntryList const* achRefList = sAchievementMgr->GetAchievementByReferencedId(achievement->ID))
for (AchievementEntryList::const_iterator itr = achRefList->begin(); itr != achRefList->end(); ++itr)
if (!IsCompletedAchievement(*itr))
{
completed = false;
break;
}
if (completed)
return true;
}
CriteriaProgress const* progress = GetCriteriaProgress(achievementCriteria);
if (!progress)
return false;
if (!sScriptMgr->IsCompletedCriteria(this, achievementCriteria, achievement, 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_ON_LOGIN:
return true;
case ACHIEVEMENT_CRITERIA_TYPE_WIN_ARENA:
return achievementCriteria->win_arena.count && progress->counter >= achievementCriteria->win_arena.count;
case ACHIEVEMENT_CRITERIA_TYPE_OWN_RANK:
return true;
// 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_COMPLETE_RAID:
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_KILL_CREATURE_TYPE:
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_ROLL_DISENCHANT:
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:
case ACHIEVEMENT_CRITERIA_TYPE_PLAY_ARENA:
default:
break;
}
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->ID))
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 = 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;
}
CriteriaProgress* AchievementMgr::GetCriteriaProgress(AchievementCriteriaEntry const* entry)
{
CriteriaProgressMap::iterator iter = _criteriaProgress.find(entry->ID);
if (iter == _criteriaProgress.end())
return nullptr;
return &(iter->second);
}
void AchievementMgr::SetCriteriaProgress(AchievementCriteriaEntry const* entry, uint32 changeValue, ProgressType ptype)
{
// Don't allow to cheat - doing timed achievements without timer active
TimedAchievementMap::iterator timedIter = _timedAchievements.find(entry->ID);
if (entry->timeLimit && timedIter == _timedAchievements.end())
return;
if (!sScriptMgr->OnPlayerBeforeCriteriaProgress(GetPlayer(), entry))
{
return;
}
LOG_DEBUG("achievement", "AchievementMgr::SetCriteriaProgress({}, {}) for {}", entry->ID, changeValue, _player->GetGUID().ToString());
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 = &_criteriaProgress[entry->ID];
progress->counter = changeValue;
}
else
{
uint32 newValue = 0;
switch (ptype)
{
case PROGRESS_SET:
case PROGRESS_RESET:
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 (ptype != PROGRESS_RESET && progress->counter == newValue && !entry->timeLimit)
return;
progress->counter = newValue;
}
progress->changed = true;
progress->date = GameTime::GetGameTime().count(); // set the date to the latest update.
uint32 timeElapsed = 0;
bool timedCompleted = false;
if (entry->timeLimit)
{
// has to exist else we wouldn't be here
timedCompleted = IsCompletedCriteria(entry, sAchievementStore.LookupEntry(entry->referredAchievement));
// Client expects this in packet
timeElapsed = entry->timeLimit - (timedIter->second / IN_MILLISECONDS);
// Remove the timer, we wont need it anymore
if (timedCompleted)
_timedAchievements.erase(timedIter);
}
SendCriteriaUpdate(entry, progress, timeElapsed, true);
sScriptMgr->OnPlayerCriteriaProgress(GetPlayer(), entry);
}
void AchievementMgr::RemoveCriteriaProgress(const AchievementCriteriaEntry* entry)
{
CriteriaProgressMap::iterator criteriaProgress = _criteriaProgress.find(entry->ID);
if (criteriaProgress == _criteriaProgress.end())
return;
WorldPacket data(SMSG_CRITERIA_DELETED, 4);
data << uint32(entry->ID);
_player->SendDirectMessage(&data);
_criteriaProgress.erase(criteriaProgress);
}
void AchievementMgr::Update(uint32 timeDiff)
{
if (_offlineUpdatesDelayTimer > 0)
{
if (timeDiff >= _offlineUpdatesDelayTimer)
{
_offlineUpdatesDelayTimer = 0;
ProcessOfflineUpdatesQueue();
}
else
_offlineUpdatesDelayTimer -= timeDiff;
}
UpdateTimedAchievements(timeDiff);
}
void AchievementMgr::UpdateTimedAchievements(uint32 timeDiff)
{
if (!_timedAchievements.empty())
{
for (TimedAchievementMap::iterator itr = _timedAchievements.begin(); itr != _timedAchievements.end();)
{
// Time is up, remove timer and reset progress
if (itr->second <= timeDiff)
{
AchievementCriteriaEntry const* entry = sAchievementCriteriaStore.LookupEntry(itr->first);
RemoveCriteriaProgress(entry);
_timedAchievements.erase(itr++);
}
else
{
itr->second -= timeDiff;
++itr;
}
}
}
}
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)->timerStartEvent != entry)
continue;
AchievementEntry const* achievement = sAchievementStore.LookupEntry((*i)->referredAchievement);
if (_timedAchievements.find((*i)->ID) == _timedAchievements.end() && !IsCompletedCriteria(*i, achievement))
{
// Start the timer
if ((*i)->timeLimit * IN_MILLISECONDS > timeLost)
{
_timedAchievements[(*i)->ID] = (*i)->timeLimit * IN_MILLISECONDS - timeLost;
// and at client too
SetCriteriaProgress(*i, 0, PROGRESS_SET);
}
}
}
}
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)->timerStartEvent != entry)
continue;
TimedAchievementMap::iterator timedIter = _timedAchievements.find((*i)->ID);
// We don't have timer for this achievement
if (timedIter == _timedAchievements.end())
continue;
// remove progress
RemoveCriteriaProgress(*i);
// Remove the timer
_timedAchievements.erase(timedIter);
}
}
void AchievementMgr::CompletedAchievement(AchievementEntry const* achievement)
{
// disable for gamemasters with GM-mode enabled
if (_player->IsGameMaster())
{
LOG_INFO("achievement", "Not available in GM mode.");
ChatHandler(_player->GetSession()).PSendSysMessage("Not available in GM mode");
return;
}
if (!sScriptMgr->OnPlayerBeforeAchievementComplete(GetPlayer(), achievement))
{
return;
}
if (achievement->flags & ACHIEVEMENT_FLAG_COUNTER || HasAchieved(achievement->ID))
return;
LOG_DEBUG("achievement", "AchievementMgr::CompletedAchievement({})", achievement->ID);
SendAchievementEarned(achievement);
CompletedAchievementData& ca = _completedAchievements[achievement->ID];
ca.date = GameTime::GetGameTime().count();
ca.changed = true;
sScriptMgr->OnPlayerAchievementComplete(GetPlayer(), achievement);
// pussywizard: set all progress counters to 0, so progress will be deleted from db during save
{
bool allRefsCompleted = true;
uint32 achiCheckId = achievement->refAchievement ? achievement->refAchievement : achievement->ID;
if (AchievementEntryList const* achRefList = sAchievementMgr->GetAchievementByReferencedId(achiCheckId))
for (AchievementEntryList::const_iterator itr = achRefList->begin(); itr != achRefList->end(); ++itr)
if (!IsCompletedAchievement(*itr))
{
allRefsCompleted = false;
break;
}
if (allRefsCompleted)
if (AchievementCriteriaEntryList const* cList = sAchievementMgr->GetAchievementCriteriaByAchievement(achiCheckId))
for (AchievementCriteriaEntryList::const_iterator itr = cList->begin(); itr != cList->end(); ++itr)
if (CriteriaProgress* progress = GetCriteriaProgress(*itr))
{
progress->changed = true;
progress->counter = 0;
}
}
if (achievement->flags & (ACHIEVEMENT_FLAG_REALM_FIRST_REACH | ACHIEVEMENT_FLAG_REALM_FIRST_KILL) && AccountMgr::IsPlayerAccount(_player->GetSession()->GetSecurity()))
sAchievementMgr->SetRealmCompleted(achievement);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT, achievement->ID);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_ACHIEVEMENT_POINTS, achievement->points);
// 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 ? GetPlayer()->getGender() : uint8(GetPlayer()->GetTeamId())])
if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(titleId))
GetPlayer()->SetTitle(titleEntry);
// mail
if (reward->sender)
{
MailDraft draft(reward->mailTemplate);
if (!reward->mailTemplate)
{
std::string subject = reward->subject;
std::string text = reward->text;
LocaleConstant localeConstant = GetPlayer()->GetSession()->GetSessionDbLocaleIndex();
if (localeConstant != LOCALE_enUS)
{
if (AchievementRewardLocale const* loc = sAchievementMgr->GetAchievementRewardLocale(achievement))
{
ObjectMgr::GetLocaleString(loc->Subject, localeConstant, subject);
ObjectMgr::GetLocaleString(loc->Text, localeConstant, text);
}
}
draft = MailDraft(subject, text);
}
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
Item* item = reward->itemId ? Item::CreateItem(reward->itemId, 1, GetPlayer()) : nullptr;
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, GetPlayer(), MailSender(MAIL_CREATURE, reward->sender));
CharacterDatabase.CommitTransaction(trans);
}
}
void AchievementMgr::SendAllAchievementData() const
{
WorldPacket data(SMSG_ALL_ACHIEVEMENT_DATA, _completedAchievements.size() * 8 + 4 + _criteriaProgress.size() * 38 + 4);
BuildAllDataPacket(&data);
GetPlayer()->SendDirectMessage(&data);
}
void AchievementMgr::SendRespondInspectAchievements(Player* player) const
{
WorldPacket data(SMSG_RESPOND_INSPECT_ACHIEVEMENTS, 9 + _completedAchievements.size() * 8 + 4 + _criteriaProgress.size() * 38 + 4);
data << GetPlayer()->GetPackGUID();
BuildAllDataPacket(&data);
player->SendDirectMessage(&data);
}
/**
* used by SMSG_RESPOND_INSPECT_ACHIEVEMENT and SMSG_ALL_ACHIEVEMENT_DATA
*/
void AchievementMgr::BuildAllDataPacket(WorldPacket* data) const
{
for (CompletedAchievementMap::const_iterator iter = _completedAchievements.begin(); iter != _completedAchievements.end(); ++iter)
{
// Skip hidden achievements
AchievementEntry const* achievement = sAchievementStore.LookupEntry(iter->first);
if (!achievement || achievement->flags & ACHIEVEMENT_FLAG_HIDDEN)
continue;
*data << uint32(iter->first);
data->AppendPackedTime(iter->second.date);
}
*data << int32(-1);
time_t now = GameTime::GetGameTime().count();
for (CriteriaProgressMap::const_iterator iter = _criteriaProgress.begin(); iter != _criteriaProgress.end(); ++iter)
{
*data << uint32(iter->first);
data->appendPackGUID(iter->second.counter);
*data << GetPlayer()->GetPackGUID();
*data << uint32(0); /// @todo: This should be 1 if it is a failed timed criteria
data->AppendPackedTime(iter->second.date);
*data << uint32(now - iter->second.date);
if (sAchievementMgr->IsAverageCriteria(sAchievementCriteriaStore.LookupEntry(iter->first)))
*data << uint32(now - GetPlayer()->GetCreationTime().count()); // for average achievements
else
*data << uint32(now - iter->second.date);
}
*data << int32(-1);
}
bool AchievementMgr::HasAchieved(uint32 achievementId) const
{
return _completedAchievements.find(achievementId) != _completedAchievements.end();
}
bool AchievementMgr::CanUpdateCriteria(AchievementCriteriaEntry const* criteria, AchievementEntry const* achievement)
{
if (sDisableMgr->IsDisabledFor(DISABLE_TYPE_ACHIEVEMENT_CRITERIA, criteria->ID, nullptr))
return false;
if (achievement->mapID != -1 && GetPlayer()->GetMapId() != uint32(achievement->mapID))
return false;
if ((achievement->requiredFaction == ACHIEVEMENT_FACTION_HORDE && GetPlayer()->GetTeamId(true) != TEAM_HORDE) ||
(achievement->requiredFaction == ACHIEVEMENT_FACTION_ALLIANCE && GetPlayer()->GetTeamId(true) != TEAM_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 (GetPlayer()->GetMapId() != criteria->additionalRequirements[i].additionalRequirement_value)
return false;
break;
case ACHIEVEMENT_CRITERIA_CONDITION_NOT_IN_GROUP:
if (GetPlayer()->GetGroup())
return false;
break;
default:
break;
}
}
// don't update already completed criteria
if (IsCompletedCriteria(criteria, achievement))
return false;
return true;
}
CompletedAchievementMap const& AchievementMgr::GetCompletedAchievements()
{
return _completedAchievements;
}
void AchievementMgr::ProcessOfflineUpdatesQueue()
{
if (_offlineUpdatesQueue.empty())
return;
for (auto const& update : _offlineUpdatesQueue)
ProcessOfflineUpdate(update);
_offlineUpdatesQueue.clear();
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACHIEVEMENT_OFFLINE_UPDATES);
stmt->SetData(0, GetPlayer()->GetGUID().GetCounter());
CharacterDatabase.Execute(stmt);
}
void AchievementMgr::ProcessOfflineUpdate(AchievementOfflinePlayerUpdate const& update)
{
switch (update.updateType)
{
case ACHIEVEMENT_OFFLINE_PLAYER_UPDATE_TYPE_COMPLETE_ACHIEVEMENT:
{
AchievementEntry const* achievement = sAchievementStore.LookupEntry(update.arg1);
ASSERT(achievement, "Not found achievement to complete for offline achievements update. Wrong arg1 ({}) value?", update.arg1);
CompletedAchievement(achievement);
break;
}
case ACHIEVEMENT_OFFLINE_PLAYER_UPDATE_TYPE_UPDATE_CRITERIA:
{
AchievementCriteriaTypes criteriaType = static_cast(update.arg1);
UpdateAchievementCriteria(criteriaType, update.arg2, update.arg3);
break;
}
default:
ASSERT(false, "Unknown offline achievement update type ({}) for player - {}", update.updateType, GetPlayer()->GetGUID().GetCounter());
break;
}
}
AchievementGlobalMgr* AchievementGlobalMgr::instance()
{
static AchievementGlobalMgr instance;
return &instance;
}
bool AchievementGlobalMgr::IsStatisticCriteria(AchievementCriteriaEntry const* achievementCriteria) const
{
return IsStatisticAchievement(sAchievementStore.LookupEntry(achievementCriteria->referredAchievement));
}
bool AchievementGlobalMgr::IsStatisticAchievement(AchievementEntry const* achievement) const
{
if (!achievement)
return false;
AchievementCategoryEntry const* cat = sAchievementCategoryStore.LookupEntry(achievement->categoryId);
do
{
switch (cat->ID)
{
case ACHIEVEMENT_CATEGORY_STATISTICS:
return true;
case ACHIEVEMENT_CATEOGRY_GENERAL:
return false;
default:
cat = sAchievementCategoryStore.LookupEntry(cat->parentCategory);
break;
}
} while (cat);
return false;
}
bool AchievementGlobalMgr::IsAverageCriteria(AchievementCriteriaEntry const* criteria) const
{
auto referencedAchievement = sAchievementStore.LookupEntry(criteria->referredAchievement);
if (!referencedAchievement)
return false;
if (referencedAchievement->flags & ACHIEVEMENT_FLAG_AVERAGE)
return true;
if (AchievementEntryList const* achRefList = GetAchievementByReferencedId(referencedAchievement->ID))
for (AchievementEntryList::const_iterator itr = achRefList->begin(); itr != achRefList->end(); ++itr)
if ((*itr)->flags & ACHIEVEMENT_FLAG_AVERAGE)
return true;
return false;
}
bool AchievementGlobalMgr::IsRealmCompleted(AchievementEntry const* achievement) const
{
auto itr = _allCompletedAchievements.find(achievement->ID);
if (itr == _allCompletedAchievements.end())
return false;
if (itr->second == SystemTimePoint::min())
return false;
if (!sScriptMgr->IsRealmCompleted(this, achievement, itr->second))
return false;
if (itr->second == SystemTimePoint::max())
return true;
// Allow completing the realm first kill for entire minute after first person did it
// it may allow more than one group to achieve it (highly unlikely)
// but apparently this is how blizz handles it as well
if (achievement->flags & ACHIEVEMENT_FLAG_REALM_FIRST_KILL)
return (GameTime::GetSystemTime() - itr->second) > 1min;
sScriptMgr->SetRealmCompleted(achievement);
return true;
}
void AchievementGlobalMgr::SetRealmCompleted(AchievementEntry const* achievement)
{
if (IsRealmCompleted(achievement))
return;
_allCompletedAchievements[achievement->ID] = GameTime::GetSystemTime();
}
//==========================================================
void AchievementGlobalMgr::LoadAchievementCriteriaList()
{
uint32 oldMSTime = getMSTime();
if (sAchievementCriteriaStore.GetNumRows() == 0)
{
LOG_WARN("server.loading", ">> Loaded 0 achievement criteria.");
LOG_INFO("server.loading", " ");
return;
}
uint32 loaded = 0;
for (uint32 entryId = 0; entryId < sAchievementCriteriaStore.GetNumRows(); ++entryId)
{
AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(entryId);
if (!criteria)
continue;
if (!GetAchievement(criteria->referredAchievement))
{
LOG_DEBUG("server.loading", "Achievement {} referenced by criteria {} doesn't exist, criteria not loaded.", criteria->referredAchievement, criteria->ID);
continue;
}
_achievementCriteriasByType[criteria->requiredType].push_back(criteria);
_achievementCriteriaListByAchievement[criteria->referredAchievement].push_back(criteria);
if (criteria->additionalRequirements[0].additionalRequirement_type != ACHIEVEMENT_CRITERIA_CONDITION_NONE)
_achievementCriteriasByCondition[criteria->additionalRequirements[0].additionalRequirement_type][criteria->additionalRequirements[0].additionalRequirement_value].push_back(criteria);
if (criteria->additionalRequirements[1].additionalRequirement_type != ACHIEVEMENT_CRITERIA_CONDITION_NONE &&
criteria->additionalRequirements[1].additionalRequirement_type != criteria->additionalRequirements[0].additionalRequirement_type)
_achievementCriteriasByCondition[criteria->additionalRequirements[1].additionalRequirement_type][criteria->additionalRequirements[1].additionalRequirement_value].push_back(criteria);
switch (criteria->requiredType)
{
case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE:
_specialList[criteria->requiredType][criteria->kill_creature.creatureID].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_WIN_BG:
_specialList[criteria->requiredType][criteria->win_bg.bgMapID].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL:
_specialList[criteria->requiredType][criteria->reach_skill_level.skillID].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT:
_specialList[criteria->requiredType][criteria->complete_achievement.linkedAchievement].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE:
_specialList[criteria->requiredType][criteria->complete_quests_in_zone.zoneID].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_BATTLEGROUND:
_specialList[criteria->requiredType][criteria->complete_battleground.mapID].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_CREATURE:
_specialList[criteria->requiredType][criteria->killed_by_creature.creatureEntry].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST:
_specialList[criteria->requiredType][criteria->complete_quest.questID].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET:
_specialList[criteria->requiredType][criteria->be_spell_target.spellID].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL:
_specialList[criteria->requiredType][criteria->cast_spell.spellID].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE:
_specialList[criteria->requiredType][criteria->bg_objective.objectiveId].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL_AT_AREA:
_specialList[criteria->requiredType][criteria->honorable_kill_at_area.areaID].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL:
_specialList[criteria->requiredType][criteria->learn_spell.spellID].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM:
_specialList[criteria->requiredType][criteria->own_item.itemID].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL:
_specialList[criteria->requiredType][criteria->learn_skill_level.skillID].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM:
_specialList[criteria->requiredType][criteria->use_item.itemID].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM:
_specialList[criteria->requiredType][criteria->own_item.itemID].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA:
{
WorldMapOverlayEntry const* worldOverlayEntry = sWorldMapOverlayStore.LookupEntry(criteria->explore_area.areaReference);
if (!worldOverlayEntry)
break;
for (uint8 j = 0; j < MAX_WORLD_MAP_OVERLAY_AREA_IDX; ++j)
if (worldOverlayEntry->areatableID[j])
{
bool valid = true;
for (uint8 i = 0; i < j; ++i)
if (worldOverlayEntry->areatableID[j] == worldOverlayEntry->areatableID[i])
valid = false;
if (valid)
_specialList[criteria->requiredType][worldOverlayEntry->areatableID[j]].push_back(criteria);
}
}
break;
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION:
_specialList[criteria->requiredType][criteria->gain_reputation.factionID].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM:
_specialList[criteria->requiredType][criteria->equip_epic_item.itemSlot].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS:
_specialList[criteria->requiredType][criteria->hk_class.classID].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_HK_RACE:
_specialList[criteria->requiredType][criteria->hk_race.raceID].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE:
_specialList[criteria->requiredType][criteria->do_emote.emoteID].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM:
_specialList[criteria->requiredType][criteria->equip_item.itemID].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT:
_specialList[criteria->requiredType][criteria->use_gameobject.goEntry].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2:
_specialList[criteria->requiredType][criteria->be_spell_target.spellID].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT:
_specialList[criteria->requiredType][criteria->fish_in_gameobject.goEntry].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS:
_specialList[criteria->requiredType][criteria->learn_skillline_spell.skillLine].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE:
_specialList[criteria->requiredType][criteria->loot_type.lootType].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2:
_specialList[criteria->requiredType][criteria->cast_spell.spellID].push_back(criteria);
break;
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE:
_specialList[criteria->requiredType][criteria->learn_skill_line.skillLine].push_back(criteria);
break;
}
if (criteria->timeLimit)
_achievementCriteriasByTimedType[criteria->timedType].push_back(criteria);
++loaded;
}
LOG_INFO("server.loading", ">> Loaded {} achievement criteria in {} ms", loaded, GetMSTimeDiffToNow(oldMSTime));
LOG_INFO("server.loading", " ");
}
void AchievementGlobalMgr::LoadAchievementReferenceList()
{
uint32 oldMSTime = getMSTime();
if (sAchievementStore.GetNumRows() == 0)
{
LOG_WARN("server.loading", ">> Loaded 0 achievement references.");
LOG_INFO("server.loading", " ");
return;
}
uint32 count = 0;
for (uint32 entryId = 0; entryId < sAchievementStore.GetNumRows(); ++entryId)
{
AchievementEntry const* achievement = sAchievementStore.LookupEntry(entryId);
if (!achievement || !achievement->refAchievement)
continue;
_achievementListByReferencedId[achievement->refAchievement].push_back(achievement);
++count;
}
LOG_INFO("server.loading", ">> Loaded {} achievement references in {} ms", count, GetMSTimeDiffToNow(oldMSTime));
LOG_INFO("server.loading", " ");
}
void AchievementGlobalMgr::LoadAchievementCriteriaData()
{
uint32 oldMSTime = getMSTime();
_criteriaDataMap.clear(); // need for reload case
QueryResult result = WorldDatabase.Query("SELECT criteria_id, type, value1, value2, ScriptName FROM achievement_criteria_data");
if (!result)
{
LOG_WARN("server.loading", ">> Loaded 0 additional achievement criteria data. DB table `achievement_criteria_data` is empty.");
LOG_INFO("server.loading", " ");
return;
}
uint32 count = 0;
do
{
Field* fields = result->Fetch();
uint32 criteria_id = fields[0].Get();
AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(criteria_id);
if (!criteria)
{
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` has data for non-existing criteria (Entry: {}), ignore.", criteria_id);
continue;
}
uint32 dataType = fields[1].Get();
std::string scriptName = fields[4].Get();
uint32 scriptId = 0;
if (scriptName.length()) // not empty
{
if (dataType != ACHIEVEMENT_CRITERIA_DATA_TYPE_SCRIPT)
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` has ScriptName set for non-scripted data type (Entry: {}, type {}), useless data.", criteria_id, dataType);
else
scriptId = sObjectMgr->GetScriptId(scriptName);
}
AchievementCriteriaData data(dataType, fields[2].Get(), fields[3].Get(), scriptId);
if (!data.IsValid(criteria))
continue;
// this will allocate empty data set storage
AchievementCriteriaDataSet& dataSet = _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_KILL_CREATURE:
case ACHIEVEMENT_CRITERIA_TYPE_WIN_BG:
case ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING:
case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET:
case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL:
case ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE:
case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL:
case ACHIEVEMENT_CRITERIA_TYPE_OWN_RANK:
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_GET_KILLING_BLOWS:
case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2:
case ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL:
case ACHIEVEMENT_CRITERIA_TYPE_ON_LOGIN:
case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE_TYPE:
case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2:
// achievement requires db data
break;
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_WIN_RATED_ARENA: // need skip generic cases
if (criteria->additionalRequirements[0].additionalRequirement_type != ACHIEVEMENT_CRITERIA_CONDITION_NO_LOSE)
continue;
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_LOOT_TYPE: // need skip generic cases
if (criteria->loot_type.lootTypeCount != 1)
continue;
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;
}
default: // type not use DB data, ignore
continue;
}
if (!GetCriteriaDataSet(criteria) && !sDisableMgr->IsDisabledFor(DISABLE_TYPE_ACHIEVEMENT_CRITERIA, entryId, nullptr))
LOG_ERROR("sql.sql", "Table `achievement_criteria_data` does not have expected data for criteria (Entry: {} Type: {}) for achievement {}.", criteria->ID, criteria->requiredType, criteria->referredAchievement);
}
LOG_INFO("server.loading", ">> Loaded {} additional achievement criteria data in {} ms", count, GetMSTimeDiffToNow(oldMSTime));
LOG_INFO("server.loading", " ");
}
void AchievementGlobalMgr::LoadCompletedAchievements()
{
uint32 oldMSTime = getMSTime();
QueryResult result = CharacterDatabase.Query("SELECT achievement FROM character_achievement GROUP BY achievement");
// Populate _allCompletedAchievements with all realm first achievement ids to make multithreaded access safer
// while it will not prevent races, it will prevent crashes that happen because std::unordered_map key was added
// instead the only potential race will happen on value associated with the key
for (uint32 i = 0; i < sAchievementStore.GetNumRows(); ++i)
if (AchievementEntry const* achievement = sAchievementStore.LookupEntry(i))
if (achievement->flags & (ACHIEVEMENT_FLAG_REALM_FIRST_REACH | ACHIEVEMENT_FLAG_REALM_FIRST_KILL))
_allCompletedAchievements[achievement->ID] = SystemTimePoint::min();
if (!result)
{
LOG_WARN("server.loading", ">> Loaded 0 completed achievements. DB table `character_achievement` is empty.");
LOG_INFO("server.loading", " ");
return;
}
do
{
Field* fields = result->Fetch();
uint16 achievementId = fields[0].Get();
const AchievementEntry* achievement = sAchievementStore.LookupEntry(achievementId);
if (!achievement)
{
// Remove non existent achievements from all characters
LOG_ERROR("achievement", "Non-existing achievement {} data removed from table `character_achievement`.", achievementId);
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_INVALID_ACHIEVMENT);
stmt->SetData(0, uint16(achievementId));
CharacterDatabase.Execute(stmt);
continue;
}
else if (achievement->flags & (ACHIEVEMENT_FLAG_REALM_FIRST_REACH | ACHIEVEMENT_FLAG_REALM_FIRST_KILL))
_allCompletedAchievements[achievementId] = SystemTimePoint::max();
} while (result->NextRow());
LOG_INFO("server.loading", ">> Loaded {} completed achievements in {} ms", (unsigned long)_allCompletedAchievements.size(), GetMSTimeDiffToNow(oldMSTime));
LOG_INFO("server.loading", " ");
}
void AchievementGlobalMgr::LoadRewards()
{
uint32 oldMSTime = getMSTime();
_achievementRewards.clear(); // need for reload case
// 0 1 2 3 4 5 6 7
QueryResult result = WorldDatabase.Query("SELECT ID, TitleA, TitleH, ItemID, Sender, Subject, Body, MailTemplateID FROM achievement_reward");
if (!result)
{
LOG_WARN("server.loading", ">> Loaded 0 achievement rewards. DB table `achievement_reward` is empty.");
LOG_INFO("server.loading", " ");
return;
}
uint32 count = 0;
do
{
Field* fields = result->Fetch();
uint32 entry = fields[0].Get();
AchievementEntry const* achievement = sAchievementStore.LookupEntry(entry);
if (!achievement)
{
LOG_ERROR("sql.sql", "Table `achievement_reward` has wrong achievement (Entry: {}). Ignoring.", entry);
continue;
}
AchievementReward reward;
reward.titleId[0] = fields[1].Get(); // Alliance title
reward.titleId[1] = fields[2].Get(); // Horde title
reward.itemId = fields[3].Get();
reward.sender = fields[4].Get(); // The sender of the mail (a creature from creature_template)
reward.subject = fields[5].Get();
reward.text = fields[6].Get(); // Body in DB
reward.mailTemplate = fields[7].Get();
// Must reward a title or send a mail else, skip it.
if (!reward.titleId[0] && !reward.titleId[1] && !reward.sender)
{
LOG_ERROR("sql.sql", "Table `achievement_reward` (Entry: {}) does not have any title or item reward data. Ignoring.", entry);
continue;
}
if (achievement->requiredFaction == ACHIEVEMENT_FACTION_ANY && (!reward.titleId[0] ^ !reward.titleId[1]))
LOG_DEBUG("achievement", "Table `achievement_reward` (Entry: {}) has title (A: {} H: {}) set 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)
{
LOG_ERROR("sql.sql", "Table `achievement_reward` (Entry: {}) has invalid title id ({}) in `title_A`. Setting it to 0.", entry, reward.titleId[0]);
reward.titleId[0] = 0;
}
}
if (reward.titleId[1])
{
CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(reward.titleId[1]);
if (!titleEntry)
{
LOG_ERROR("sql.sql", "Table `achievement_reward` (Entry: {}) has invalid title id ({}) in `title_H`. Setting it 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))
{
LOG_ERROR("sql.sql", "Table `achievement_reward` (Entry: {}) has invalid creature_template entry {} as Sender. Will not send the mail reward.", entry, reward.sender);
reward.sender = 0;
}
}
else
{
if (reward.itemId)
LOG_ERROR("sql.sql", "Table `achievement_reward` (Entry: {}) has itemId reward set but does not have Sender data set. Item will not be sent.", entry);
if (!reward.subject.empty())
LOG_ERROR("sql.sql", "Table `achievement_reward` (Entry: {}) has mail Subject but does not have Sender data set.", entry); // Maybe add "Mail will not be sent." ?
if (!reward.text.empty())
LOG_ERROR("sql.sql", "Table `achievement_reward` (Entry: {}) has mail text (Body) set but does not have Sender data set.", entry); // Maybe add "Mail will not be sent." ?
if (reward.mailTemplate)
LOG_ERROR("sql.sql", "Table `achievement_reward` (Entry: {}) has mailTemplate set does not have Sender data set.", entry); // Maybe add "Mail will not be sent." ?
}
if (reward.mailTemplate)
{
if (!sMailTemplateStore.LookupEntry(reward.mailTemplate))
{
LOG_ERROR("sql.sql", "Table `achievement_reward` (Entry: {}) has invalid mailTemplate ({}) (check the DBC).", entry, reward.mailTemplate);
reward.mailTemplate = 0;
}
else if (!reward.subject.empty() || !reward.text.empty())
LOG_ERROR("sql.sql", "Table `achievement_reward` (Entry: {}) has mailTemplate ({}) and mail Subject/Body. To use the column mailTemplate, Subject and Body must be empty.", entry, reward.mailTemplate);
}
if (reward.itemId)
{
if (!sObjectMgr->GetItemTemplate(reward.itemId))
{
// Not sure it's an error, it's probably an outDebug instead, because we can simply send a mail with no reward, right?
LOG_ERROR("sql.sql", "Table `achievement_reward` (Entry: {}) has invalid item_template id {}. Reward mail will not contain any item.", entry, reward.itemId);
reward.itemId = 0;
}
}
_achievementRewards[entry] = reward;
++count;
} while (result->NextRow());
LOG_INFO("server.loading", ">> Loaded {} achievement rewards in {} ms", count, GetMSTimeDiffToNow(oldMSTime));
LOG_INFO("server.loading", " ");
}
void AchievementGlobalMgr::LoadRewardLocales()
{
uint32 oldMSTime = getMSTime();
_achievementRewardLocales.clear(); // need for reload case
// 0 1 2 3
QueryResult result = WorldDatabase.Query("SELECT ID, Locale, Subject, Text FROM achievement_reward_locale");
if (!result)
{
LOG_WARN("server.loading", ">> Loaded 0 achievement reward locale strings. DB table `achievement_reward_locale` is empty");
LOG_INFO("server.loading", " ");
return;
}
do
{
Field* fields = result->Fetch();
uint32 ID = fields[0].Get();
if (_achievementRewards.find(ID) == _achievementRewards.end())
{
LOG_ERROR("sql.sql", "Table `achievement_reward_locale` (Entry: {}) has locale strings for non-existing achievement reward.", ID);
continue;
}
LocaleConstant locale = GetLocaleByName(fields[1].Get());
if (locale == LOCALE_enUS)
continue;
AchievementRewardLocale& data = _achievementRewardLocales[ID];
ObjectMgr::AddLocaleString(fields[2].Get(), locale, data.Subject);
ObjectMgr::AddLocaleString(fields[3].Get(), locale, data.Text);
} while (result->NextRow());
LOG_INFO("server.loading", ">> Loaded {} Achievement Reward Locale Strings in {} ms", (unsigned long)_achievementRewardLocales.size(), GetMSTimeDiffToNow(oldMSTime));
LOG_INFO("server.loading", " ");
}
AchievementEntry const* AchievementGlobalMgr::GetAchievement(uint32 achievementId) const
{
return sAchievementStore.LookupEntry(achievementId);
}
void AchievementGlobalMgr::CompletedAchievementForOfflinePlayer(ObjectGuid::LowType playerLowGuid, AchievementEntry const* entry)
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_ACHIEVEMENT_OFFLINE_UPDATES);
stmt->SetData(0, playerLowGuid);
stmt->SetData(1, ACHIEVEMENT_OFFLINE_PLAYER_UPDATE_TYPE_COMPLETE_ACHIEVEMENT);
stmt->SetData(2, entry->ID);
stmt->SetData(3, 0);
stmt->SetData(4, 0);
CharacterDatabase.Execute(stmt);
}
void AchievementGlobalMgr::UpdateAchievementCriteriaForOfflinePlayer(ObjectGuid::LowType playerLowGuid, AchievementCriteriaTypes type, uint32 miscValue1, uint32 miscValue2)
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_ACHIEVEMENT_OFFLINE_UPDATES);
stmt->SetData(0, playerLowGuid);
stmt->SetData(1, ACHIEVEMENT_OFFLINE_PLAYER_UPDATE_TYPE_UPDATE_CRITERIA);
stmt->SetData(2, type);
stmt->SetData(3, miscValue1);
stmt->SetData(4, miscValue2);
CharacterDatabase.Execute(stmt);
}