[7703] Implement heal/damage total counters and related BG achievments.

* ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE
* ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
This commit is contained in:
Trazom 2009-04-23 23:50:31 +04:00 committed by VladimirMangos
parent 9136354e7f
commit eedc10d46f
5 changed files with 66 additions and 9 deletions

View file

@ -250,6 +250,41 @@ void AchievementMgr::Reset()
CheckAllAchievementCriteria();
}
void AchievementMgr::ResetAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1, uint32 miscvalue2)
{
if((sLog.getLogFilter() & LOG_FILTER_ACHIEVEMENT_UPDATES)==0)
sLog.outDetail("AchievementMgr::ResetAchievementCriteria(%u, %u, %u)", type, miscvalue1, miscvalue2);
if (!sWorld.getConfig(CONFIG_GM_ALLOW_ACHIEVEMENT_GAINS) && m_player->GetSession()->GetSecurity() > SEC_PLAYER)
return;
AchievementCriteriaEntryList const& achievementCriteriaList = achievementmgr.GetAchievementCriteriaByType(type);
for(AchievementCriteriaEntryList::const_iterator i = achievementCriteriaList.begin(); i!=achievementCriteriaList.end(); ++i)
{
AchievementCriteriaEntry const *achievementCriteria = (*i);
AchievementEntry const *achievement = sAchievementStore.LookupEntry(achievementCriteria->referredAchievement);
if (!achievement)
continue;
// don't update already completed criteria
if (IsCompletedCriteria(achievementCriteria,achievement))
continue;
switch (type)
{
case ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE: // have total statistic also not expected to be reset
case ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE: // have total statistic also not expected to be reset
if (achievementCriteria->healing_done.flag == miscvalue1 &&
achievementCriteria->healing_done.mapid == miscvalue2)
SetCriteriaProgress(achievementCriteria, 0, PROGRESS_SET);
break;
default: // reset all cases
break;
}
}
}
void AchievementMgr::DeleteFromDB(uint32 lowguid)
{
CharacterDatabase.BeginTransaction ();
@ -943,6 +978,25 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE:
case ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE:
{
if (!miscvalue1)
continue;
if (achievementCriteria->healing_done.flag == ACHIEVEMENT_CRITERIA_CONDITION_MAP)
{
if(GetPlayer()->GetMapId() != achievementCriteria->healing_done.mapid)
continue;
// map specific case (BG in fact) expected player targeted damage/heal
if(!unit || unit->GetTypeId()!=TYPEID_PLAYER)
continue;
}
SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_ACCUMULATE);
break;
}
case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM:
// miscvalue1 = item_id
if(!miscvalue1)
@ -1053,7 +1107,6 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
// FIXME: not triggered in code as result, need to implement
case ACHIEVEMENT_CRITERIA_TYPE_WIN_BG:
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST_DAILY:
case ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE:
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_RAID:
case ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE:
case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL_AT_AREA:
@ -1067,7 +1120,6 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM:
case ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS:
case ACHIEVEMENT_CRITERIA_TYPE_HK_RACE:
case ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE:
case ACHIEVEMENT_CRITERIA_TYPE_GET_KILLING_BLOWS:
case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS:
case ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS:
@ -1196,6 +1248,9 @@ bool AchievementMgr::IsCompletedCriteria(AchievementCriteriaEntry const* achieve
return progress->counter >= achievementCriteria->roll_greed_on_loot.count;
case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE:
return progress->counter >= achievementCriteria->do_emote.count;
case ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE:
case ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE:
return progress->counter >= achievementCriteria->healing_done.count;
case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM:
return progress->counter >= achievementCriteria->equip_item.count;
case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD:

View file

@ -169,6 +169,7 @@ class AchievementMgr
static void DeleteFromDB(uint32 lowguid);
void LoadFromDB(QueryResult *achievementResult, QueryResult *criteriaResult);
void SaveToDB();
void ResetAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1=0, uint32 miscvalue2=0);
void UpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1=0, uint32 miscvalue2=0, Unit *unit=NULL, uint32 time=0);
void CheckAllAchievementCriteria();
void SendAllAchievementData();

View file

@ -1115,6 +1115,9 @@ void BattleGround::AddPlayer(Player *plr)
plr->CastSpell(plr, SPELL_PREPARATION, true); // reduces all mana cost of spells.
}
plr->GetAchievementMgr().ResetAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE, ACHIEVEMENT_CRITERIA_CONDITION_MAP, GetMapId());
plr->GetAchievementMgr().ResetAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE, ACHIEVEMENT_CRITERIA_CONDITION_MAP, GetMapId());
// setup BG group membership
PlayerAddedToBGCheckIfBGIsRunning(plr);
AddOrSetPlayerToCorrectBgGroup(plr, guid, team);

View file

@ -510,6 +510,7 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
}
}
killer->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE, damage, 0, pVictim);
killer->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HIT_DEALT, damage);
}
@ -7450,12 +7451,9 @@ int32 Unit::DealHeal(Unit *pVictim, uint32 addhealth, SpellEntry const *spellPro
if (BattleGround *bg = ((Player*)this)->GetBattleGround())
bg->UpdatePlayerScore((Player*)this, SCORE_HEALING_DONE, gain);
// healing done is count ONLY if the target is a player.
if (pVictim->GetTypeId()==TYPEID_PLAYER)
{
// use the actual gain, as the overheal shall not be counted.
((Player*)this)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE, gain);
}
// use the actual gain, as the overheal shall not be counted, skip gain 0 (it ignored anyway in to criteria)
if (gain)
((Player*)this)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE, gain, 0, pVictim);
((Player*)this)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEAL_CASTED, addhealth);
}

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "7702"
#define REVISION_NR "7703"
#endif // __REVISION_NR_H__