Added achievement dbc stuff, fixed linux build

This commit is contained in:
arrai 2008-10-26 12:55:15 +01:00
parent c6aeb74917
commit ba4b9ad480
9 changed files with 583 additions and 1 deletions

View file

@ -35,6 +35,417 @@
#pragma pack(push,1)
#endif
struct AchievementEntry
{
uint32 ID; // 0
uint32 factionFlag; // 1 -1=all, 0=horde, 1=alliance
uint32 mapID; // 2 -1=none
uint32 categoryId; // 38
uint32 points; // 39
uint32 flags; // 42
};
struct AchievementCategoryEntry
{
uint32 ID; // 0
uint32 parentCategory; // 1 -1 for main category
uint32 sortOrder; // 19
};
struct AchievementCriteriaEntry
{
uint32 ID; // 0
uint32 referredAchievement; // 1
uint32 requiredType; // 2
union
{
// ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE = 0
// TODO: also used for player deaths..
struct
{
uint32 creatureID; // 3
uint32 creatureCount; // 4
} kill_creature;
// ACHIEVEMENT_CRITERIA_TYPE_WIN_BG = 1
// TODO: there are further criterias instead just winning
struct
{
uint32 bgMapID; // 3
uint32 winCount; // 4
} win_bg;
// ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL = 5
struct
{
uint32 unused; // 3
uint32 level; // 4
} reach_level;
// ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL = 7
struct
{
uint32 skillID; // 3
uint32 skillLevel; // 4
} reach_skill_level;
// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ARCHIEVEMENT = 8
struct
{
uint32 linkedAchievement; // 3
} complete_achievement;
// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT = 9
struct
{
uint32 unused; // 3
uint32 totalQuestCount; // 4
} complete_quest_count;
// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST_DAILY = 10
struct
{
uint32 unused; // 3
uint32 numberOfDays; // 4
} complete_daily_quest_daily;
// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE = 11
struct
{
uint32 zoneID; // 3
uint32 questCount; // 4
} complete_quests_in_zone;
// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST = 14
struct
{
uint32 unused; // 3
uint32 questCount; // 4
} complete_daily_quest;
// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_BATTLEGROUND= 15
struct
{
uint32 mapID; // 3
} complete_battleground;
// ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP= 16
struct
{
uint32 mapID; // 3
} death_at_map;
// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_RAID = 19
struct
{
uint32 groupSize; // 3 can be 5, 10 or 25
} complete_raid;
// ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_CREATURE = 20
struct
{
uint32 creatureEntry; // 3
} killed_by_creature;
// ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING = 24
struct
{
uint32 unused; // 3
uint32 fallHeight; // 4
} fall_without_dying;
// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST = 27
struct
{
uint32 questID; // 3
uint32 questCount; // 4
} complete_quest;
// ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET = 28
// ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2= 69
struct
{
uint32 spellID; // 3
uint32 spellCount; // 4
} be_spell_target;
// ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL= 29
struct
{
uint32 spellID; // 3
uint32 castCount; // 4
} cast_spell;
// ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL_AT_AREA = 31
struct
{
uint32 areaID; // 3 Reference to AreaTable.dbc
uint32 killCount; // 4
} honorable_kill_at_area;
// ACHIEVEMENT_CRITERIA_TYPE_WIN_ARENA = 32
struct
{
uint32 mapID; // 3 Reference to Map.dbc
} win_arena;
// ACHIEVEMENT_CRITERIA_TYPE_PLAY_ARENA = 33
struct
{
uint32 mapID; // 3 Reference to Map.dbc
} play_arena;
// ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL = 34
struct
{
uint32 spellID; // 3 Reference to Map.dbc
} learn_spell;
// ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM = 36
struct
{
uint32 itemID; // 3
uint32 itemCount; // 4
} own_item;
// ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA = 37
struct
{
uint32 unused; // 3
uint32 count; // 4
uint32 flag; // 5 4=in a row
} win_rated_arena;
// ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_TEAM_RATING = 38
struct
{
uint32 teamtype; // 3 {2,3,5}
} highest_team_rating;
// ACHIEVEMENT_CRITERIA_TYPE_REACH_TEAM_RATING = 39
struct
{
uint32 teamtype; // 3 {2,3,5}
uint32 teamrating; // 4
} reach_team_rating;
// ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL = 40
struct
{
uint32 skillID; // 3
uint32 skillLevel; // 4 apprentice=1, journeyman=2, expert=3, artisan=4, master=5, grand master=6
} learn_skill_level;
// ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM = 41
struct
{
uint32 itemID; // 3
uint32 itemCount; // 4
} use_item;
// ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM = 42
struct
{
uint32 itemID; // 3
uint32 itemCount; // 4
} loot_item;
// ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA = 43
struct
{
// TODO: This rank is _NOT_ the index from AreaTable.dbc
uint32 areaReference; // 3
} explore_area;
// ACHIEVEMENT_CRITERIA_TYPE_OWN_RANK= 44
struct
{
// TODO: This rank is _NOT_ the index from CharTitles.dbc
uint32 rank; // 3
} own_rank;
// ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT= 45
struct
{
uint32 unused; // 3
uint32 numberOfSlots; // 4
} buy_bank_slot;
// ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION= 46
struct
{
uint32 factionID; // 3
uint32 reputationAmount; // 4 Total reputation amount, so 42000 = exalted
} gain_reputation;
// ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION= 47
struct
{
uint32 unused; // 3
uint32 numberOfExaltedFactions; // 4
} gain_exalted_reputation;
// ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM = 49
// TODO: where is the required itemlevel stored?
struct
{
uint32 itemSlot; // 3
} equip_epic_item;
// ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT= 50
struct
{
uint32 rollValue; // 3
uint32 count; // 4
} roll_need_on_loot;
// ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS = 52
struct
{
uint32 classID; // 3
uint32 count; // 4
} hk_class;
// ACHIEVEMENT_CRITERIA_TYPE_HK_RACE = 53
struct
{
uint32 raceID; // 3
uint32 count; // 4
} hk_race;
// ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE = 54
// TODO: where is the information about the target stored?
struct
{
uint32 emoteID; // 3
} do_emote;
// ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE = 55
struct
{
uint32 unused; // 3
uint32 count; // 4
uint32 flag; // 5 =3 for battleground healing
uint32 mapid; // 6
} healing_done;
// ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM = 57
struct
{
uint32 itemID; // 3
} equip_item;
// ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY = 67
struct
{
uint32 unused; // 3
uint32 goldInCopper; // 4
} loot_money;
// ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT = 68
struct
{
uint32 goEntry; // 3
uint32 useCount; // 4
} use_gameobject;
// ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL= 70
// TODO: are those special criteria stored in the dbc or do we have to add another sql table?
struct
{
uint32 unused; // 3
uint32 killCount; // 4
} special_pvp_kill;
// ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT = 72
struct
{
uint32 goEntry; // 3
uint32 lootCount; // 4
} fish_in_gameobject;
// ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS= 75
struct
{
uint32 skillLine; // 3
uint32 spellCount; // 4
} learn_skilline_spell;
// ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL = 76
struct
{
uint32 unused; // 3
uint32 duelCount; // 4
} win_duel;
// ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_POWER = 96
struct
{
uint32 powerType; // 3 mana=0, 1=rage, 3=energy, 6=runic power
} highest_power;
// ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_STAT = 97
struct
{
uint32 statType; // 3 4=spirit, 3=int, 2=stamina, 1=agi, 0=strength
} highest_stat;
// ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_SPELLPOWER = 98
struct
{
uint32 spellSchool; // 3
} highest_spellpower;
// ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_RATING = 100
struct
{
uint32 ratingType; // 3
} highest_rating;
// ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE = 109
struct
{
uint32 lootType; // 3 3=fishing, 2=pickpocket, 4=disentchant
uint32 lootTypeCount; // 4
} loot_type;
// ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2 = 110
struct
{
uint32 skillLine; // 3
uint32 spellCount; // 4
} cast_spell2;
// ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE= 112
struct
{
uint32 skillLine; // 3
uint32 spellCount; // 4
} learn_skill_line;
// ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL = 113
struct
{
uint32 unused; // 3
uint32 killCount; // 4
} honorable_kill;
struct
{
uint32 field3; // 3
uint32 field4; // 4
uint32 field5; // 5
uint32 field6; // 6
uint32 field7; // 7
uint32 field8; // 8
} raw;
};
uint32 completionFlag; // 26
uint32 groupFlag; // 27
uint32 timeLimit; // 29 time limit in seconds
};
struct AreaTableEntry
{
uint32 ID; // 0