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[7692] Implement ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE and reimplement ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS.
Also correctly set this criteria at login.
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parent
c4c093dac6
commit
35970244e5
4 changed files with 39 additions and 18 deletions
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@ -965,14 +965,7 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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break;
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case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS:
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{
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// spell always provide and at login spell learning.
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if(!miscvalue1)
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continue;
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// rescan only when change possible
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SkillLineAbilityMap::const_iterator skillIter0 = spellmgr.GetBeginSkillLineAbilityMap(miscvalue1);
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if(skillIter0 == spellmgr.GetEndSkillLineAbilityMap(miscvalue1))
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continue;
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if(skillIter0->second->skillId != achievementCriteria->learn_skilline_spell.skillLine)
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if(miscvalue1 && miscvalue1 != achievementCriteria->learn_skillline_spell.skillLine)
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continue;
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uint32 spellCount = 0;
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@ -984,7 +977,7 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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skillIter != spellmgr.GetEndSkillLineAbilityMap(spellIter->first);
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++skillIter)
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{
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if(skillIter->second->skillId == achievementCriteria->learn_skilline_spell.skillLine)
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if(skillIter->second->skillId == achievementCriteria->learn_skillline_spell.skillLine)
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spellCount++;
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}
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}
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@ -1019,6 +1012,27 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
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break;
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}
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case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE:
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{
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if(miscvalue1 && miscvalue1 != achievementCriteria->learn_skill_line.skillLine)
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continue;
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uint32 spellCount = 0;
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for (PlayerSpellMap::const_iterator spellIter = GetPlayer()->GetSpellMap().begin();
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spellIter != GetPlayer()->GetSpellMap().end();
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++spellIter)
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{
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for(SkillLineAbilityMap::const_iterator skillIter = spellmgr.GetBeginSkillLineAbilityMap(spellIter->first);
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skillIter != spellmgr.GetEndSkillLineAbilityMap(spellIter->first);
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++skillIter)
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{
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if(skillIter->second->skillId == achievementCriteria->learn_skill_line.skillLine)
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spellCount++;
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}
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}
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SetCriteriaProgress(achievementCriteria, spellCount);
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break;
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}
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// std case: not exist in DBC, not triggered in code as result
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case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEALTH:
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case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_SPELLPOWER:
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@ -1069,7 +1083,6 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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case ACHIEVEMENT_CRITERIA_TYPE_QUEST_ABANDONED:
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case ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN:
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case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE:
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case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE:
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case ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL:
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case ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS:
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case ACHIEVEMENT_CRITERIA_TYPE_TOTAL:
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@ -1192,7 +1205,9 @@ bool AchievementMgr::IsCompletedCriteria(AchievementCriteriaEntry const* achieve
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case ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT:
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return progress->counter >= achievementCriteria->fish_in_gameobject.lootCount;
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case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS:
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return progress->counter >= achievementCriteria->learn_skilline_spell.spellCount;
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return progress->counter >= achievementCriteria->learn_skillline_spell.spellCount;
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case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE:
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return progress->counter >= achievementCriteria->learn_skill_line.spellCount;
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// handle all statistic-only criteria here
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case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_BATTLEGROUND:
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@ -419,7 +419,7 @@ struct AchievementCriteriaEntry
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{
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uint32 skillLine; // 3
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uint32 spellCount; // 4
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} learn_skilline_spell;
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} learn_skillline_spell;
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// ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL = 76
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struct
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@ -2891,6 +2891,9 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen
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SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
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SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
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SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
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if(spellLearnSkill)
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{
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uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
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@ -2909,9 +2912,6 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen
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else
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{
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// not ranked skills
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SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
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SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
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for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
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{
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SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
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@ -2958,10 +2958,16 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen
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}
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}
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if(IsInWorld())
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if(!GetSession()->PlayerLoading())
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{
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// not ranked skills
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for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
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{
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GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE,_spell_idx->second->skillId);
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GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS,_spell_idx->second->skillId);
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}
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GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL,spell_id);
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GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS,spell_id);
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}
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// return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "7691"
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#define REVISION_NR "7692"
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#endif // __REVISION_NR_H__
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