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[10342] Cleanup achievement code and add new commands.
* .achievement - let see achievement state and list criteria with progress data.
It provide criteria ids/shift-links for other commands.
* .achievement add - let complete achivement (set all criteria progress to max) with related events.
* .achievement remove - let reset achievement criteria progress and undo complete state for achievement.
Command also partly remove rewards (title part).
* .achievement criteria add - let increase criteria progress at specific amount or to complete state
* .achievement criteria remove - let reset/descrease criteria progress and undo criteria and related achivement complete state if need.
This commit is contained in:
parent
5c2fc55fe4
commit
4c838a1c31
14 changed files with 701 additions and 184 deletions
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@ -430,12 +430,12 @@ void AchievementMgr::ResetAchievementCriteria(AchievementCriteriaTypes type, uin
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case ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE: // have total statistic also not expected to be reset
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if (achievementCriteria->healing_done.flag == miscvalue1 &&
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achievementCriteria->healing_done.mapid == miscvalue2)
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SetCriteriaProgress(achievementCriteria, 0, PROGRESS_SET);
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SetCriteriaProgress(achievementCriteria, achievement, 0, PROGRESS_SET);
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break;
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case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA: // have total statistic also not expected to be reset
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// reset only the criteria having the miscvalue1 condition
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if (achievementCriteria->win_rated_arena.flag == miscvalue1)
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SetCriteriaProgress(achievementCriteria, 0, PROGRESS_SET);
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SetCriteriaProgress(achievementCriteria, achievement, 0, PROGRESS_SET);
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break;
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default: // reset all cases
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break;
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@ -690,6 +690,9 @@ static const uint32 achievIdForDangeon[][4] =
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{ 0, false, false, false }
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};
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static const uint32 achievIdByClass[MAX_CLASSES] = { 0, 459, 465 , 462, 458, 464, 461, 467, 460, 463, 0, 466 };
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static const uint32 achievIdByRace[MAX_RACES] = { 0, 1408, 1410, 1407, 1409, 1413, 1411, 1404, 1412, 0, 1405, 1406 };
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/**
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* this function will be called whenever the user might have done a criteria relevant action
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*/
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@ -720,6 +723,10 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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if (IsCompletedCriteria(achievementCriteria,achievement))
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continue;
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// init values, real set in switch
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uint32 change = 0;
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ProgressType progressType = PROGRESS_SET;
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switch (type)
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{
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// std. case: increment at 1
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@ -736,7 +743,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
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if(!miscvalue1)
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continue;
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SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
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change = 1;
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progressType = PROGRESS_ACCUMULATE;
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break;
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// std case: increment at miscvalue1
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case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS:
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@ -752,7 +760,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
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if(!miscvalue1)
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continue;
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SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_ACCUMULATE);
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change = miscvalue1;
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progressType = PROGRESS_ACCUMULATE;
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break;
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// std case: high value at miscvalue1
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case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID:
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@ -764,7 +773,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
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if(!miscvalue1)
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continue;
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SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_HIGHEST);
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change = miscvalue1;
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progressType = PROGRESS_HIGHEST;
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break;
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// specialized cases
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@ -814,7 +824,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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}
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}
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SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_ACCUMULATE);
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change = miscvalue1;
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progressType = PROGRESS_ACCUMULATE;
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break;
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}
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case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE:
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@ -830,37 +841,79 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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if(!data || !data->Meets(GetPlayer(),unit))
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continue;
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SetCriteriaProgress(achievementCriteria, miscvalue2, PROGRESS_ACCUMULATE);
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change = miscvalue2;
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progressType = PROGRESS_ACCUMULATE;
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break;
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}
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case ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL:
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SetCriteriaProgress(achievementCriteria, GetPlayer()->getLevel());
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{
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bool ok = true;
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// skip wrong class achievements
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for(uint8 i = 1; i < MAX_CLASSES; ++i)
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{
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if (achievIdByClass[i] == achievement->ID && i != GetPlayer()->getClass())
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{
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ok = false;
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break;
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}
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}
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if (!ok)
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continue;
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// skip wrong race achievements
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for(uint8 i = 1; i < MAX_RACES; ++i)
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{
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if (achievIdByRace[i] == achievement->ID && i != GetPlayer()->getRace())
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{
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ok = false;
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break;
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}
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}
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if (!ok)
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continue;
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change = GetPlayer()->getLevel();
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progressType = PROGRESS_SET;
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break;
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}
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case ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL:
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{
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// update at loading or specific skill update
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if(miscvalue1 && miscvalue1 != achievementCriteria->reach_skill_level.skillID)
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continue;
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if(uint32 skillvalue = GetPlayer()->GetBaseSkillValue(achievementCriteria->reach_skill_level.skillID))
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SetCriteriaProgress(achievementCriteria, skillvalue);
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change = GetPlayer()->GetBaseSkillValue(achievementCriteria->reach_skill_level.skillID);
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progressType = PROGRESS_HIGHEST;
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break;
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}
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case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL:
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{
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// update at loading or specific skill update
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if(miscvalue1 && miscvalue1 != achievementCriteria->learn_skill_level.skillID)
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continue;
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if(uint32 maxSkillvalue = GetPlayer()->GetPureMaxSkillValue(achievementCriteria->learn_skill_level.skillID))
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SetCriteriaProgress(achievementCriteria, maxSkillvalue);
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change = GetPlayer()->GetPureMaxSkillValue(achievementCriteria->learn_skill_level.skillID);
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progressType = PROGRESS_HIGHEST;
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break;
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}
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case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT:
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if(m_completedAchievements.find(achievementCriteria->complete_achievement.linkedAchievement) != m_completedAchievements.end())
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SetCriteriaProgress(achievementCriteria, 1);
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{
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if(m_completedAchievements.find(achievementCriteria->complete_achievement.linkedAchievement) == m_completedAchievements.end())
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continue;
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change = 1;
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progressType = PROGRESS_SET;
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break;
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}
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case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT:
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{
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uint32 counter =0;
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for(QuestStatusMap::const_iterator itr = GetPlayer()->getQuestStatusMap().begin(); itr!=GetPlayer()->getQuestStatusMap().end(); ++itr)
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if(itr->second.m_rewarded)
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counter++;
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SetCriteriaProgress(achievementCriteria, counter);
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change = counter;
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progressType = PROGRESS_SET;
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break;
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}
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case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE:
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@ -876,7 +929,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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if(itr->second.m_rewarded && quest->GetZoneOrSort() >= 0 && uint32(quest->GetZoneOrSort()) == achievementCriteria->complete_quests_in_zone.zoneID)
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counter++;
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}
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SetCriteriaProgress(achievementCriteria, counter);
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change = counter;
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progressType = PROGRESS_SET;
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break;
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}
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case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_BATTLEGROUND:
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@ -885,7 +939,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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continue;
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if(GetPlayer()->GetMapId() != achievementCriteria->complete_battleground.mapID)
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continue;
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SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_ACCUMULATE);
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change = miscvalue1;
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progressType = PROGRESS_ACCUMULATE;
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break;
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case ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP:
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// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
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@ -893,7 +948,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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continue;
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if(GetPlayer()->GetMapId() != achievementCriteria->death_at_map.mapID)
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continue;
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SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
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change = 1;
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progressType = PROGRESS_ACCUMULATE;
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break;
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case ACHIEVEMENT_CRITERIA_TYPE_DEATH:
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{
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@ -916,7 +972,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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if(notfit)
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continue;
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SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
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change = 1;
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progressType = PROGRESS_ACCUMULATE;
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break;
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}
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case ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON:
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@ -964,7 +1021,9 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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//FIXME: work only for instances where max==min for players
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if (map->GetMaxPlayers() != achievementCriteria->death_in_dungeon.manLimit)
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continue;
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SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
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change = 1;
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progressType = PROGRESS_ACCUMULATE;
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break;
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}
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@ -974,7 +1033,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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continue;
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if(miscvalue1 != achievementCriteria->killed_by_creature.creatureEntry)
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continue;
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SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
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change = 1;
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progressType = PROGRESS_ACCUMULATE;
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break;
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case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_PLAYER:
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// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
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@ -985,7 +1045,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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if(achievement->ID==318 && miscvalue2==GetPlayer()->GetTeam())
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continue;
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SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
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change = 1;
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progressType = PROGRESS_ACCUMULATE;
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break;
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case ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING:
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{
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@ -999,7 +1060,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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continue;
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// miscvalue1 is the ingame fallheight*100 as stored in dbc
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SetCriteriaProgress(achievementCriteria, miscvalue1);
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change = miscvalue1;
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progressType = PROGRESS_SET;
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break;
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}
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case ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM:
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@ -1008,7 +1070,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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continue;
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if(miscvalue2 != achievementCriteria->death_from.type)
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continue;
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SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
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change = 1;
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progressType = PROGRESS_ACCUMULATE;
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break;
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case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST:
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{
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@ -1046,7 +1109,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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}
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SetCriteriaProgress(achievementCriteria, 1);
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change = 1;
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progressType = PROGRESS_SET;
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break;
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}
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case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET:
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@ -1063,7 +1127,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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if(!data->Meets(GetPlayer(),unit))
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continue;
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SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
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change = 1;
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progressType = PROGRESS_ACCUMULATE;
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break;
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}
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case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL:
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@ -1080,15 +1145,19 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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if(!data->Meets(GetPlayer(),unit))
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continue;
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SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
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change = 1;
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progressType = PROGRESS_ACCUMULATE;
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break;
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}
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case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL:
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if(miscvalue1 && miscvalue1!=achievementCriteria->learn_spell.spellID)
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continue;
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if(GetPlayer()->HasSpell(achievementCriteria->learn_spell.spellID))
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SetCriteriaProgress(achievementCriteria, 1);
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if(!GetPlayer()->HasSpell(achievementCriteria->learn_spell.spellID))
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continue;
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change = 1;
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progressType = PROGRESS_SET;
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break;
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case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE:
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{
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@ -1108,14 +1177,16 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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continue;
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}
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SetCriteriaProgress(achievementCriteria, miscvalue2, PROGRESS_ACCUMULATE);
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change = miscvalue2;
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progressType = PROGRESS_ACCUMULATE;
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break;
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}
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case ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM:
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// speedup for non-login case
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if(miscvalue1 && achievementCriteria->own_item.itemID != miscvalue1)
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continue;
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SetCriteriaProgress(achievementCriteria, GetPlayer()->GetItemCount(achievementCriteria->own_item.itemID, true));
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change = GetPlayer()->GetItemCount(achievementCriteria->own_item.itemID, true);
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progressType = PROGRESS_SET;
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break;
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case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA:
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// miscvalue1 contains the personal rating
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@ -1130,12 +1201,13 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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if(!data || !data->Meets(GetPlayer(),unit,miscvalue1))
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{
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// reset the progress as we have a win without the requirement.
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SetCriteriaProgress(achievementCriteria, 0);
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SetCriteriaProgress(achievementCriteria, achievement, 0);
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continue;
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}
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}
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SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
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change = 1;
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progressType = PROGRESS_ACCUMULATE;
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break;
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case ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM:
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// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
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@ -1143,7 +1215,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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continue;
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if(achievementCriteria->use_item.itemID != miscvalue1)
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continue;
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SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
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change = 1;
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progressType = PROGRESS_ACCUMULATE;
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break;
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case ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM:
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// You _have_ to loot that item, just owning it when logging in does _not_ count!
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@ -1151,7 +1224,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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continue;
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if(miscvalue1 != achievementCriteria->own_item.itemID)
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continue;
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SetCriteriaProgress(achievementCriteria, miscvalue2, PROGRESS_ACCUMULATE);
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change = miscvalue2;
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progressType = PROGRESS_ACCUMULATE;
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break;
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case ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA:
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{
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@ -1180,12 +1254,16 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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}
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}
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if(matchFound)
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SetCriteriaProgress(achievementCriteria, 1);
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if(!matchFound)
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continue;
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change = 1;
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progressType = PROGRESS_SET;
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break;
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}
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case ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT:
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SetCriteriaProgress(achievementCriteria, GetPlayer()->GetBankBagSlotCount());
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change = GetPlayer()->GetBankBagSlotCount();
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progressType = PROGRESS_SET;
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break;
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case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION:
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{
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@ -1194,13 +1272,17 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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continue;
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int32 reputation = GetPlayer()->GetReputationMgr().GetReputation(achievementCriteria->gain_reputation.factionID);
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if (reputation > 0)
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SetCriteriaProgress(achievementCriteria, reputation);
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if (!reputation)
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continue;
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change = reputation;
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progressType = PROGRESS_SET;
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break;
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}
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case ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION:
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{
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SetCriteriaProgress(achievementCriteria, GetPlayer()->GetReputationMgr().GetExaltedFactionCount());
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change = GetPlayer()->GetReputationMgr().GetExaltedFactionCount();
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progressType = PROGRESS_SET;
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break;
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}
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case ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP:
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@ -1208,7 +1290,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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// skip for login case
|
||||
if(!miscvalue1)
|
||||
continue;
|
||||
SetCriteriaProgress(achievementCriteria, 1);
|
||||
change = 1;
|
||||
progressType = PROGRESS_SET;
|
||||
break;
|
||||
}
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM:
|
||||
|
|
@ -1223,7 +1306,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
|
|||
AchievementCriteriaRequirementSet const* data = sAchievementMgr.GetCriteriaRequirementSet(achievementCriteria);
|
||||
if(!data || !data->Meets(GetPlayer(),unit,item_slot))
|
||||
continue;
|
||||
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_SET);
|
||||
change = 1;
|
||||
progressType = PROGRESS_SET;
|
||||
break;
|
||||
}
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT:
|
||||
|
|
@ -1243,7 +1327,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
|
|||
|
||||
if(!pProto || pProto->ItemLevel <requiredItemLevel)
|
||||
continue;
|
||||
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
|
||||
change = 1;
|
||||
progressType = PROGRESS_ACCUMULATE;
|
||||
break;
|
||||
}
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE:
|
||||
|
|
@ -1261,7 +1346,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
|
|||
continue;
|
||||
}
|
||||
|
||||
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
|
||||
change = 1;
|
||||
progressType = PROGRESS_ACCUMULATE;
|
||||
break;
|
||||
}
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE:
|
||||
|
|
@ -1280,7 +1366,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
|
|||
continue;
|
||||
}
|
||||
|
||||
SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_ACCUMULATE);
|
||||
change = miscvalue1;
|
||||
progressType = PROGRESS_ACCUMULATE;
|
||||
break;
|
||||
}
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM:
|
||||
|
|
@ -1290,7 +1377,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
|
|||
if (miscvalue1 != achievementCriteria->equip_item.itemID)
|
||||
continue;
|
||||
|
||||
SetCriteriaProgress(achievementCriteria, 1);
|
||||
change = 1;
|
||||
progressType = PROGRESS_SET;
|
||||
break;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT:
|
||||
// miscvalue1 = go entry
|
||||
|
|
@ -1299,7 +1387,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
|
|||
if (miscvalue1 != achievementCriteria->use_gameobject.goEntry)
|
||||
continue;
|
||||
|
||||
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
|
||||
change = 1;
|
||||
progressType = PROGRESS_ACCUMULATE;
|
||||
break;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL:
|
||||
{
|
||||
|
|
@ -1315,7 +1404,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
|
|||
if (!data->Meets(GetPlayer(),unit))
|
||||
continue;
|
||||
|
||||
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
|
||||
change = 1;
|
||||
progressType = PROGRESS_ACCUMULATE;
|
||||
break;
|
||||
}
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT:
|
||||
|
|
@ -1324,7 +1414,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
|
|||
if (miscvalue1 != achievementCriteria->fish_in_gameobject.goEntry)
|
||||
continue;
|
||||
|
||||
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
|
||||
change = 1;
|
||||
progressType = PROGRESS_ACCUMULATE;
|
||||
break;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS:
|
||||
{
|
||||
|
|
@ -1343,7 +1434,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
|
|||
spellCount++;
|
||||
}
|
||||
}
|
||||
SetCriteriaProgress(achievementCriteria, spellCount);
|
||||
change = spellCount;
|
||||
progressType = PROGRESS_SET;
|
||||
break;
|
||||
}
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL:
|
||||
|
|
@ -1362,16 +1454,20 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
|
|||
continue;
|
||||
}
|
||||
|
||||
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
|
||||
change = 1;
|
||||
progressType = PROGRESS_ACCUMULATE;
|
||||
break;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION:
|
||||
SetCriteriaProgress(achievementCriteria, GetPlayer()->GetReputationMgr().GetReveredFactionCount());
|
||||
change = GetPlayer()->GetReputationMgr().GetReveredFactionCount();
|
||||
progressType = PROGRESS_SET;
|
||||
break;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION:
|
||||
SetCriteriaProgress(achievementCriteria, GetPlayer()->GetReputationMgr().GetHonoredFactionCount());
|
||||
change = GetPlayer()->GetReputationMgr().GetHonoredFactionCount();
|
||||
progressType = PROGRESS_SET;
|
||||
break;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_KNOWN_FACTIONS:
|
||||
SetCriteriaProgress(achievementCriteria, GetPlayer()->GetReputationMgr().GetVisibleFactionCount());
|
||||
change = GetPlayer()->GetReputationMgr().GetVisibleFactionCount();
|
||||
progressType = PROGRESS_SET;
|
||||
break;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM:
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM:
|
||||
|
|
@ -1382,7 +1478,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
|
|||
ItemPrototype const* proto = ObjectMgr::GetItemPrototype(miscvalue1);
|
||||
if (!proto || proto->Quality < ITEM_QUALITY_EPIC)
|
||||
continue;
|
||||
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
|
||||
change = 1;
|
||||
progressType = PROGRESS_ACCUMULATE;
|
||||
break;
|
||||
}
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE:
|
||||
|
|
@ -1400,26 +1497,31 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
|
|||
if (skillIter->second->skillId == achievementCriteria->learn_skill_line.skillLine)
|
||||
spellCount++;
|
||||
}
|
||||
SetCriteriaProgress(achievementCriteria, spellCount);
|
||||
change = spellCount;
|
||||
progressType = PROGRESS_SET;
|
||||
break;
|
||||
}
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL:
|
||||
SetCriteriaProgress(achievementCriteria, GetPlayer()->GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS));
|
||||
change = GetPlayer()->GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS);
|
||||
progressType = PROGRESS_SET;
|
||||
break;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS:
|
||||
if (!miscvalue1 || miscvalue1 != achievementCriteria->hk_class.classID)
|
||||
continue;
|
||||
|
||||
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
|
||||
change = 1;
|
||||
progressType = PROGRESS_ACCUMULATE;
|
||||
break;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_HK_RACE:
|
||||
if (!miscvalue1 || miscvalue1 != achievementCriteria->hk_race.raceID)
|
||||
continue;
|
||||
|
||||
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
|
||||
change = 1;
|
||||
progressType = PROGRESS_ACCUMULATE;
|
||||
break;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED:
|
||||
SetCriteriaProgress(achievementCriteria, GetPlayer()->GetMoney(), PROGRESS_HIGHEST);
|
||||
change = GetPlayer()->GetMoney();
|
||||
progressType = PROGRESS_HIGHEST;
|
||||
break;
|
||||
// std case: not exist in DBC, not triggered in code as result
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEALTH:
|
||||
|
|
@ -1447,147 +1549,99 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
|
|||
case ACHIEVEMENT_CRITERIA_TYPE_USE_LFD_TO_GROUP_WITH_PLAYERS:
|
||||
break; // Not implemented yet :(
|
||||
}
|
||||
if(IsCompletedCriteria(achievementCriteria,achievement))
|
||||
CompletedCriteriaFor(achievement);
|
||||
|
||||
// check again the completeness for SUMM and REQ COUNT achievements,
|
||||
// as they don't depend on the completed criteria but on the sum of the progress of each individual criteria
|
||||
if (achievement->flags & ACHIEVEMENT_FLAG_SUMM)
|
||||
{
|
||||
if (IsCompletedAchievement(achievement))
|
||||
CompletedAchievement(achievement);
|
||||
}
|
||||
|
||||
if(AchievementEntryList const* achRefList = sAchievementMgr.GetAchievementByReferencedId(achievement->ID))
|
||||
{
|
||||
for(AchievementEntryList::const_iterator itr = achRefList->begin(); itr != achRefList->end(); ++itr)
|
||||
if(IsCompletedAchievement(*itr))
|
||||
CompletedAchievement(*itr);
|
||||
}
|
||||
SetCriteriaProgress(achievementCriteria, achievement, change, progressType);
|
||||
}
|
||||
}
|
||||
|
||||
static const uint32 achievIdByClass[MAX_CLASSES] = { 0, 459, 465 , 462, 458, 464, 461, 467, 460, 463, 0, 466 };
|
||||
static const uint32 achievIdByRace[MAX_RACES] = { 0, 1408, 1410, 1407, 1409, 1413, 1411, 1404, 1412, 0, 1405, 1406 };
|
||||
|
||||
bool AchievementMgr::IsCompletedCriteria(AchievementCriteriaEntry const* achievementCriteria, AchievementEntry const* achievement) const
|
||||
uint32 AchievementMgr::GetCriteriaProgressMaxCounter(AchievementCriteriaEntry const* achievementCriteria)
|
||||
{
|
||||
// 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;
|
||||
}
|
||||
|
||||
CriteriaProgressMap::const_iterator itr = m_criteriaProgress.find(achievementCriteria->ID);
|
||||
if(itr == m_criteriaProgress.end())
|
||||
return false;
|
||||
|
||||
CriteriaProgress const* progress = &itr->second;
|
||||
|
||||
switch(achievementCriteria->requiredType)
|
||||
{
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_WIN_BG:
|
||||
return progress->counter >= achievementCriteria->win_bg.winCount;
|
||||
return achievementCriteria->win_bg.winCount;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE:
|
||||
return progress->counter >= achievementCriteria->kill_creature.creatureCount;
|
||||
return achievementCriteria->kill_creature.creatureCount;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL:
|
||||
{
|
||||
// skip wrong class achievements
|
||||
for(int i = 1; i < MAX_CLASSES; ++i)
|
||||
if(achievIdByClass[i] == achievement->ID && i != GetPlayer()->getClass())
|
||||
return false;
|
||||
|
||||
// skip wrong race achievements
|
||||
for(int i = 1; i < MAX_RACES; ++i)
|
||||
if(achievIdByRace[i] == achievement->ID && i != GetPlayer()->getRace())
|
||||
return false;
|
||||
|
||||
// appropriate class/race or not class/race specific
|
||||
return progress->counter >= achievementCriteria->reach_level.level;
|
||||
}
|
||||
return achievementCriteria->reach_level.level;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL:
|
||||
return progress->counter >= achievementCriteria->reach_skill_level.skillLevel;
|
||||
return achievementCriteria->reach_skill_level.skillLevel;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT:
|
||||
return progress->counter >= 1;
|
||||
return 1;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT:
|
||||
return progress->counter >= achievementCriteria->complete_quest_count.totalQuestCount;
|
||||
return achievementCriteria->complete_quest_count.totalQuestCount;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE:
|
||||
return progress->counter >= achievementCriteria->complete_quests_in_zone.questCount;
|
||||
return 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;
|
||||
return achievementCriteria->healing_done.count;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST:
|
||||
return progress->counter >= achievementCriteria->complete_daily_quest.questCount;
|
||||
return achievementCriteria->complete_daily_quest.questCount;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING:
|
||||
return progress->counter >= achievementCriteria->fall_without_dying.fallHeight;
|
||||
return achievementCriteria->fall_without_dying.fallHeight;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST:
|
||||
return progress->counter >= 1;
|
||||
return 1;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET:
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2:
|
||||
return progress->counter >= achievementCriteria->be_spell_target.spellCount;
|
||||
return achievementCriteria->be_spell_target.spellCount;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL:
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2:
|
||||
return progress->counter >= achievementCriteria->cast_spell.castCount;
|
||||
return achievementCriteria->cast_spell.castCount;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL:
|
||||
return progress->counter >= 1;
|
||||
return 1;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM:
|
||||
return progress->counter >= achievementCriteria->own_item.itemCount;
|
||||
return achievementCriteria->own_item.itemCount;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA:
|
||||
return progress->counter >= achievementCriteria->win_rated_arena.count;
|
||||
return achievementCriteria->win_rated_arena.count;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL:
|
||||
return progress->counter >= (achievementCriteria->learn_skill_level.skillLevel * 75);
|
||||
return achievementCriteria->learn_skill_level.skillLevel * 75;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM:
|
||||
return progress->counter >= achievementCriteria->use_item.itemCount;
|
||||
return achievementCriteria->use_item.itemCount;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM:
|
||||
return progress->counter >= achievementCriteria->loot_item.itemCount;
|
||||
return achievementCriteria->loot_item.itemCount;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA:
|
||||
return progress->counter >= 1;
|
||||
return 1;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT:
|
||||
return progress->counter >= achievementCriteria->buy_bank_slot.numberOfSlots;
|
||||
return achievementCriteria->buy_bank_slot.numberOfSlots;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION:
|
||||
return progress->counter >= achievementCriteria->gain_reputation.reputationAmount;
|
||||
return achievementCriteria->gain_reputation.reputationAmount;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION:
|
||||
return progress->counter >= achievementCriteria->gain_exalted_reputation.numberOfExaltedFactions;
|
||||
return achievementCriteria->gain_exalted_reputation.numberOfExaltedFactions;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP:
|
||||
return progress->counter >= achievementCriteria->visit_barber.numberOfVisits;
|
||||
return achievementCriteria->visit_barber.numberOfVisits;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM:
|
||||
return progress->counter >= achievementCriteria->equip_epic_item.count;
|
||||
return 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;
|
||||
return achievementCriteria->roll_greed_on_loot.count;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS:
|
||||
return progress->counter >= achievementCriteria->hk_class.count;
|
||||
return achievementCriteria->hk_class.count;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_HK_RACE:
|
||||
return progress->counter >= achievementCriteria->hk_race.count;
|
||||
return achievementCriteria->hk_race.count;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE:
|
||||
return progress->counter >= achievementCriteria->do_emote.count;
|
||||
return achievementCriteria->do_emote.count;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM:
|
||||
return progress->counter >= achievementCriteria->equip_item.count;
|
||||
return achievementCriteria->equip_item.count;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD:
|
||||
return progress->counter >= achievementCriteria->quest_reward_money.goldInCopper;
|
||||
return achievementCriteria->quest_reward_money.goldInCopper;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY:
|
||||
return progress->counter >= achievementCriteria->loot_money.goldInCopper;
|
||||
return achievementCriteria->loot_money.goldInCopper;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT:
|
||||
return progress->counter >= achievementCriteria->use_gameobject.useCount;
|
||||
return achievementCriteria->use_gameobject.useCount;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL:
|
||||
return progress->counter >= achievementCriteria->special_pvp_kill.killCount;
|
||||
return achievementCriteria->special_pvp_kill.killCount;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT:
|
||||
return progress->counter >= achievementCriteria->fish_in_gameobject.lootCount;
|
||||
return achievementCriteria->fish_in_gameobject.lootCount;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS:
|
||||
return progress->counter >= achievementCriteria->learn_skillline_spell.spellCount;
|
||||
return achievementCriteria->learn_skillline_spell.spellCount;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL:
|
||||
return progress->counter >= achievementCriteria->win_duel.duelCount;
|
||||
return achievementCriteria->win_duel.duelCount;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE:
|
||||
return progress->counter >= achievementCriteria->loot_type.lootTypeCount;
|
||||
return achievementCriteria->loot_type.lootTypeCount;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE:
|
||||
return progress->counter >= achievementCriteria->learn_skill_line.spellCount;
|
||||
return achievementCriteria->learn_skill_line.spellCount;
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL:
|
||||
return progress->counter >= achievementCriteria->honorable_kill.killCount;
|
||||
return achievementCriteria->honorable_kill.killCount;
|
||||
|
||||
// handle all statistic-only criteria here
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_BATTLEGROUND:
|
||||
|
|
@ -1622,9 +1676,38 @@ bool AchievementMgr::IsCompletedCriteria(AchievementCriteriaEntry const* achieve
|
|||
case ACHIEVEMENT_CRITERIA_TYPE_QUEST_ABANDONED:
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN:
|
||||
case ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS:
|
||||
return 0;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool AchievementMgr::IsCompletedCriteria(AchievementCriteriaEntry const* achievementCriteria, AchievementEntry const* achievement) const
|
||||
{
|
||||
// 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;
|
||||
}
|
||||
return false;
|
||||
|
||||
CriteriaProgressMap::const_iterator itr = m_criteriaProgress.find(achievementCriteria->ID);
|
||||
if(itr == m_criteriaProgress.end())
|
||||
return false;
|
||||
|
||||
CriteriaProgress const* progress = &itr->second;
|
||||
|
||||
uint32 maxcounter = GetCriteriaProgressMaxCounter(achievementCriteria);
|
||||
|
||||
// different counters or non-completable criteria
|
||||
if (!maxcounter)
|
||||
return false;
|
||||
|
||||
return progress->counter >= maxcounter;
|
||||
}
|
||||
|
||||
void AchievementMgr::CompletedCriteriaFor(AchievementEntry const* achievement)
|
||||
|
|
@ -1704,13 +1787,23 @@ bool AchievementMgr::IsCompletedAchievement(AchievementEntry const* entry)
|
|||
return false;
|
||||
}
|
||||
|
||||
void AchievementMgr::SetCriteriaProgress(AchievementCriteriaEntry const* entry, uint32 changeValue, ProgressType ptype)
|
||||
void AchievementMgr::SetCriteriaProgress(AchievementCriteriaEntry const* criteria, AchievementEntry const* achievement, uint32 changeValue, ProgressType ptype)
|
||||
{
|
||||
DETAIL_FILTER_LOG(LOG_FILTER_ACHIEVEMENT_UPDATES, "AchievementMgr::SetCriteriaProgress(%u, %u) for (GUID:%u)", entry->ID, changeValue, m_player->GetGUIDLow());
|
||||
DETAIL_FILTER_LOG(LOG_FILTER_ACHIEVEMENT_UPDATES, "AchievementMgr::SetCriteriaProgress(%u, %u) for (GUID:%u)", criteria->ID, changeValue, m_player->GetGUIDLow());
|
||||
|
||||
uint32 max_value = GetCriteriaProgressMaxCounter(criteria);
|
||||
|
||||
if (!max_value)
|
||||
max_value = std::numeric_limits<uint32>::max();
|
||||
|
||||
// change value must be in allowed value range for SET/HIGHEST directly
|
||||
if (changeValue > max_value)
|
||||
changeValue = max_value;
|
||||
|
||||
CriteriaProgress *progress = NULL;
|
||||
uint32 old_value = 0;
|
||||
|
||||
CriteriaProgressMap::iterator iter = m_criteriaProgress.find(entry->ID);
|
||||
CriteriaProgressMap::iterator iter = m_criteriaProgress.find(criteria->ID);
|
||||
|
||||
if(iter == m_criteriaProgress.end())
|
||||
{
|
||||
|
|
@ -1718,7 +1811,7 @@ void AchievementMgr::SetCriteriaProgress(AchievementCriteriaEntry const* entry,
|
|||
if(changeValue == 0)
|
||||
return;
|
||||
|
||||
progress = &m_criteriaProgress[entry->ID];
|
||||
progress = &m_criteriaProgress[criteria->ID];
|
||||
progress->counter = changeValue;
|
||||
progress->date = time(NULL);
|
||||
}
|
||||
|
|
@ -1726,6 +1819,8 @@ void AchievementMgr::SetCriteriaProgress(AchievementCriteriaEntry const* entry,
|
|||
{
|
||||
progress = &iter->second;
|
||||
|
||||
old_value = progress->counter;
|
||||
|
||||
uint32 newValue = 0;
|
||||
switch(ptype)
|
||||
{
|
||||
|
|
@ -1735,7 +1830,6 @@ void AchievementMgr::SetCriteriaProgress(AchievementCriteriaEntry const* entry,
|
|||
case PROGRESS_ACCUMULATE:
|
||||
{
|
||||
// avoid overflow
|
||||
uint32 max_value = std::numeric_limits<uint32>::max();
|
||||
newValue = max_value - progress->counter > changeValue ? progress->counter + changeValue : max_value;
|
||||
break;
|
||||
}
|
||||
|
|
@ -1753,16 +1847,64 @@ void AchievementMgr::SetCriteriaProgress(AchievementCriteriaEntry const* entry,
|
|||
|
||||
progress->changed = true;
|
||||
|
||||
if(entry->timeLimit)
|
||||
if(criteria->timeLimit)
|
||||
{
|
||||
time_t now = time(NULL);
|
||||
if(time_t(progress->date + entry->timeLimit) < now)
|
||||
if(time_t(progress->date + criteria->timeLimit) < now)
|
||||
progress->counter = 1;
|
||||
|
||||
// also it seems illogical, the timeframe will be extended at every criteria update
|
||||
progress->date = now;
|
||||
}
|
||||
SendCriteriaUpdate(entry->ID,progress);
|
||||
|
||||
// update client side value
|
||||
SendCriteriaUpdate(criteria->ID,progress);
|
||||
|
||||
// nothing do for counter case
|
||||
if (achievement->flags & ACHIEVEMENT_FLAG_COUNTER)
|
||||
return;
|
||||
|
||||
// update dependent achievements state at criteria complete
|
||||
if (old_value < progress->counter)
|
||||
{
|
||||
if(IsCompletedCriteria(criteria, 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);
|
||||
}
|
||||
}
|
||||
// update dependent achievements state at criteria incomplete
|
||||
else if (old_value > progress->counter)
|
||||
{
|
||||
if (progress->counter < max_value)
|
||||
{
|
||||
WorldPacket data(SMSG_CRITERIA_DELETED,4);
|
||||
data << uint32(criteria->ID);
|
||||
m_player->SendDirectMessage(&data);
|
||||
}
|
||||
|
||||
if (HasAchievement(achievement->ID))
|
||||
if(!IsCompletedAchievement(achievement))
|
||||
IncompletedAchievement(achievement);
|
||||
|
||||
if(AchievementEntryList const* achRefList = sAchievementMgr.GetAchievementByReferencedId(achievement->ID))
|
||||
for(AchievementEntryList::const_iterator itr = achRefList->begin(); itr != achRefList->end(); ++itr)
|
||||
if (HasAchievement((*itr)->ID))
|
||||
if(!IsCompletedAchievement(*itr))
|
||||
IncompletedAchievement(*itr);
|
||||
}
|
||||
}
|
||||
|
||||
void AchievementMgr::CompletedAchievement(AchievementEntry const* achievement)
|
||||
|
|
@ -1833,6 +1975,43 @@ void AchievementMgr::CompletedAchievement(AchievementEntry const* achievement)
|
|||
}
|
||||
}
|
||||
|
||||
void AchievementMgr::IncompletedAchievement(AchievementEntry const* achievement)
|
||||
{
|
||||
DETAIL_LOG("AchievementMgr::IncompletedAchievement(%u)", achievement->ID);
|
||||
if (achievement->flags & ACHIEVEMENT_FLAG_COUNTER)
|
||||
return;
|
||||
|
||||
CompletedAchievementMap::iterator itr = m_completedAchievements.find(achievement->ID);
|
||||
if (itr == m_completedAchievements.end())
|
||||
return;
|
||||
|
||||
WorldPacket data(SMSG_ACHIEVEMENT_DELETED,4);
|
||||
data << uint32(achievement->ID);
|
||||
m_player->SendDirectMessage(&data);
|
||||
|
||||
if (!itr->second.changed) // complete state saved
|
||||
CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = %u AND achievement = %u",
|
||||
GetPlayer()->GetGUIDLow(), achievement->ID);
|
||||
|
||||
m_completedAchievements.erase(achievement->ID);
|
||||
|
||||
// reward items and titles if any
|
||||
AchievementReward const* reward = sAchievementMgr.GetAchievementReward(achievement, GetPlayer()->getGender());
|
||||
|
||||
// no rewards
|
||||
if(!reward)
|
||||
return;
|
||||
|
||||
// titles
|
||||
if(uint32 titleId = reward->titleId[GetPlayer()->GetTeam() == HORDE ? 0 : 1])
|
||||
{
|
||||
if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(titleId))
|
||||
GetPlayer()->SetTitle(titleEntry, true);
|
||||
}
|
||||
|
||||
// items impossible remove in clear way...
|
||||
}
|
||||
|
||||
void AchievementMgr::SendAllAchievementData()
|
||||
{
|
||||
// since we don't know the exact size of the packed GUIDs this is just an approximation
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue