[7380] Implement highest value achievements support. Implement some auction achievements

* ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID:
* ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD: (FIXME: only for online player)
This commit is contained in:
VladimirMangos 2009-03-05 13:45:56 +03:00
parent bff0cb8c75
commit 8928df7f07
5 changed files with 47 additions and 22 deletions

View file

@ -412,7 +412,7 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if(!miscvalue1)
continue;
SetCriteriaProgress(achievementCriteria, 1, true);
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
// std case: increment at miscvalue1
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS:
@ -424,7 +424,15 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if(!miscvalue1)
continue;
SetCriteriaProgress(achievementCriteria, miscvalue1, true);
SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_ACCUMULATE);
break;
// std case: high value at miscvalue1
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD: /* FIXME: for online player only currently */
// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
if(!miscvalue1)
continue;
SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_HIGHEST);
break;
case ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL:
SetCriteriaProgress(achievementCriteria, GetPlayer()->getLevel());
@ -438,7 +446,7 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
continue;
if(achievementCriteria->kill_creature.creatureID != miscvalue1)
continue;
SetCriteriaProgress(achievementCriteria, miscvalue2, true);
SetCriteriaProgress(achievementCriteria, miscvalue2, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL:
if(uint32 skillvalue = GetPlayer()->GetBaseSkillValue(achievementCriteria->reach_skill_level.skillID))
@ -471,7 +479,7 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
continue;
if(GetPlayer()->GetMapId() != achievementCriteria->complete_battleground.mapID)
continue;
SetCriteriaProgress(achievementCriteria, miscvalue1, true);
SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL:
if(GetPlayer()->HasSpell(achievementCriteria->learn_spell.spellID))
@ -487,7 +495,7 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
continue;
if(GetPlayer()->GetMapId() != achievementCriteria->death_at_map.mapID)
continue;
SetCriteriaProgress(achievementCriteria, 1, true);
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
@ -495,7 +503,7 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
continue;
if(miscvalue1 != achievementCriteria->killed_by_creature.creatureEntry)
continue;
SetCriteriaProgress(achievementCriteria, 1, true);
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING:
{
@ -524,7 +532,7 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
continue;
if(achievementCriteria->use_item.itemID != miscvalue1)
continue;
SetCriteriaProgress(achievementCriteria, 1, true);
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM:
// speedup for non-login case
@ -538,18 +546,18 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
continue;
if(miscvalue1 != achievementCriteria->own_item.itemID)
continue;
SetCriteriaProgress(achievementCriteria, miscvalue2, true);
SetCriteriaProgress(achievementCriteria, miscvalue2, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET:
case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2:
if (!miscvalue1 || miscvalue1 != achievementCriteria->be_spell_target.spellID)
continue;
SetCriteriaProgress(achievementCriteria, 1, true);
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL:
if (!miscvalue1 || miscvalue1 != achievementCriteria->cast_spell.spellID)
continue;
SetCriteriaProgress(achievementCriteria, 1, true);
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2:
{
@ -572,7 +580,7 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
continue;
}
SetCriteriaProgress(achievementCriteria, 1, true);
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS:
@ -654,7 +662,7 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
if(!pProto || pProto->ItemLevel <requiredItemLevel)
continue;
SetCriteriaProgress(achievementCriteria, 1, true);
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_WIN_BG:
@ -691,9 +699,7 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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_WON_AUCTIONS:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED:
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION:
case ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION:
@ -829,6 +835,8 @@ bool AchievementMgr::IsCompletedCriteria(AchievementCriteriaEntry const* achieve
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS:
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_AT_BARBER:
case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID:
case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD:
return false;
}
return false;
@ -875,9 +883,9 @@ AchievementCompletionState AchievementMgr::GetAchievementCompletionState(Achieve
return ACHIEVEMENT_COMPLETED_COMPLETED_NOT_STORED;
}
void AchievementMgr::SetCriteriaProgress(AchievementCriteriaEntry const* entry, uint32 newValue, bool relative)
void AchievementMgr::SetCriteriaProgress(AchievementCriteriaEntry const* entry, uint32 changeValue, ProgressType ptype)
{
sLog.outDetail("AchievementMgr::SetCriteriaProgress(%u, %u)", entry->ID, newValue);
sLog.outDetail("AchievementMgr::SetCriteriaProgress(%u, %u) for (GUID:%u)", entry->ID, changeValue);
CriteriaProgress *progress = NULL;
CriteriaProgressMap::iterator iter = m_criteriaProgress.find(entry->ID);
@ -885,18 +893,30 @@ void AchievementMgr::SetCriteriaProgress(AchievementCriteriaEntry const* entry,
if(iter == m_criteriaProgress.end())
{
// not create record for 0 counter
if(newValue == 0)
if(changeValue == 0)
return;
progress = &m_criteriaProgress[entry->ID];
progress->counter = newValue;
progress->counter = changeValue;
progress->date = time(NULL);
}
else
{
progress = &iter->second;
if(relative)
newValue += progress->counter;
uint32 newValue;
switch(ptype)
{
case PROGRESS_SET:
newValue = changeValue;
break;
case PROGRESS_ACCUMULATE:
newValue = progress->counter + changeValue;
break;
case PROGRESS_HIGHEST:
newValue = progress->counter < changeValue ? changeValue : progress->counter;
break;
}
// not update (not mark as changed) if counter will have same value
if(progress->counter == newValue)

View file

@ -104,9 +104,10 @@ class AchievementMgr
Player* GetPlayer() { return m_player;}
private:
enum ProgressType { PROGRESS_SET, PROGRESS_ACCUMULATE, PROGRESS_HIGHEST };
void SendAchievementEarned(AchievementEntry const* achievement);
void SendCriteriaUpdate(uint32 id, CriteriaProgress const* progress);
void SetCriteriaProgress(AchievementCriteriaEntry const* entry, uint32 newValue, bool relative=false);
void SetCriteriaProgress(AchievementCriteriaEntry const* entry, uint32 changeValue, ProgressType ptype = PROGRESS_SET);
void CompletedCriteria(AchievementCriteriaEntry const* entry);
void CompletedAchievement(AchievementEntry const* entry);
bool IsCompletedCriteria(AchievementCriteriaEntry const* entry);

View file

@ -358,6 +358,7 @@ void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data )
}
auction->bidder = pl->GetGUIDLow();
auction->bid = price;
GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, price);
// after this update we should save player's money ...
CharacterDatabase.PExecute("UPDATE auctionhouse SET buyguid = '%u',lastbid = '%u' WHERE id = '%u'", auction->bidder, auction->bid, auction->Id);
@ -381,6 +382,7 @@ void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data )
}
auction->bidder = pl->GetGUIDLow();
auction->bid = auction->buyout;
GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, auction->buyout);
auctionmgr.SendAuctionSalePendingMail( auction );
auctionmgr.SendAuctionSuccessfulMail( auction );

View file

@ -223,6 +223,8 @@ void AuctionHouseMgr::SendAuctionSuccessfulMail( AuctionEntry * auction )
if (owner)
{
//FIXME: what do if owner offline
owner->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD, auction->bid);
//send auction owner notification, bidder must be current!
owner->GetSession()->SendAuctionOwnerNotification( auction );
}

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "7379"
#define REVISION_NR "7380"
#endif // __REVISION_NR_H__