[10356] Drop unneeded groupFlag and rename it properly

(based on Schmoozerd's repo commit 1e8c842)

Also drop `achievement_criteria_requirement` data use at start timed achivement:
its will be checked at criteria update (and complete) case. So wrong criteria will
started maybe (timer set but always fail - progress not updated.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
This commit is contained in:
Schmoozerd 2010-08-13 23:40:27 +04:00 committed by VladimirMangos
parent c7761a6db9
commit 3dd8c72a00
5 changed files with 11 additions and 18 deletions

View file

@ -725,9 +725,6 @@ void AchievementMgr::StartTimedAchievementCriteria(AchievementCriteriaTypes type
if (!achievementCriteria->IsExplicitlyStartedTimedCriteria())
continue;
if (achievementCriteria->groupFlag & ACHIEVEMENT_CRITERIA_GROUP_NOT_IN_GROUP && GetPlayer()->GetGroup())
continue;
AchievementEntry const *achievement = sAchievementStore.LookupEntry(achievementCriteria->referredAchievement);
if (!achievement)
continue;
@ -740,9 +737,8 @@ void AchievementMgr::StartTimedAchievementCriteria(AchievementCriteriaTypes type
if (IsCompletedCriteria(achievementCriteria,achievement))
continue;
// if we have additional DB criteria, they must be met to start the criteria
AchievementCriteriaRequirementSet const* data = sAchievementMgr.GetCriteriaRequirementSet(achievementCriteria);
if (data && !data->Meets(GetPlayer(), NULL)) // TODO this might need more research, if this could be the player, or we also need to pass an unit
// Only the Quest-Complete Timed Achievements need the groupcheck, so this check is only needed here
if (achievementCriteria->requiredType == ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST && GetPlayer()->GetGroup())
continue;
// do not start already failed timers
@ -782,9 +778,6 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
{
AchievementCriteriaEntry const *achievementCriteria = (*i);
if (achievementCriteria->groupFlag & ACHIEVEMENT_CRITERIA_GROUP_NOT_IN_GROUP && GetPlayer()->GetGroup())
continue;
AchievementEntry const *achievement = sAchievementStore.LookupEntry(achievementCriteria->referredAchievement);
if (!achievement)
continue;
@ -1182,6 +1175,9 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
break;
}
// As the groupFlag had wrong meaning, only the Quest-Complete Timed Achievements need the groupcheck, so this check is only needed here
if (achievementCriteria->timeLimit > 0 && GetPlayer()->GetGroup())
continue;
change = 1;
progressType = PROGRESS_HIGHEST;