/* * Copyright (C) 2005-2011 MaNGOS * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef __MANGOS_ACHIEVEMENTMGR_H #define __MANGOS_ACHIEVEMENTMGR_H #include "Common.h" #include "Policies/Singleton.h" #include "Database/DatabaseEnv.h" #include "DBCEnums.h" #include "DBCStores.h" #include "SharedDefines.h" #include "ObjectGuid.h" #include #include typedef std::list AchievementCriteriaEntryList; typedef std::list AchievementEntryList; typedef std::map AchievementCriteriaListByAchievement; typedef std::map AchievementListByReferencedId; typedef std::map AchievementCriteriaFailTimeMap; struct CriteriaProgress { time_t date; uint32 counter; bool changed; bool timedCriteriaFailed; }; enum AchievementCriteriaRequirementType { // value1 value2 comment ACHIEVEMENT_CRITERIA_REQUIRE_NONE = 0, // 0 0 ACHIEVEMENT_CRITERIA_REQUIRE_T_CREATURE = 1, // creature_id 0 ACHIEVEMENT_CRITERIA_REQUIRE_T_PLAYER_CLASS_RACE = 2, // class_id race_id ACHIEVEMENT_CRITERIA_REQUIRE_T_PLAYER_LESS_HEALTH= 3, // health_percent 0 ACHIEVEMENT_CRITERIA_REQUIRE_T_PLAYER_DEAD = 4, // own_team 0 not corpse (not released body), own_team==false if enemy team expected ACHIEVEMENT_CRITERIA_REQUIRE_S_AURA = 5, // spell_id effect_idx ACHIEVEMENT_CRITERIA_REQUIRE_S_AREA = 6, // area id 0 ACHIEVEMENT_CRITERIA_REQUIRE_T_AURA = 7, // spell_id effect_idx ACHIEVEMENT_CRITERIA_REQUIRE_VALUE = 8, // minvalue value provided with achievement update must be not less that limit ACHIEVEMENT_CRITERIA_REQUIRE_T_LEVEL = 9, // minlevel minlevel of target ACHIEVEMENT_CRITERIA_REQUIRE_T_GENDER = 10, // gender 0=male; 1=female ACHIEVEMENT_CRITERIA_REQUIRE_DISABLED = 11, // used to prevent achievement creteria complete if not all requirement implemented and listed in table ACHIEVEMENT_CRITERIA_REQUIRE_MAP_DIFFICULTY = 12, // difficulty normal/heroic difficulty for current event map ACHIEVEMENT_CRITERIA_REQUIRE_MAP_PLAYER_COUNT = 13, // count "with less than %u people in the zone" ACHIEVEMENT_CRITERIA_REQUIRE_T_TEAM = 14, // team HORDE(67), ALLIANCE(469) ACHIEVEMENT_CRITERIA_REQUIRE_S_DRUNK = 15, // drunken_state 0 (enum DrunkenState) of player ACHIEVEMENT_CRITERIA_REQUIRE_HOLIDAY = 16, // holiday_id 0 event in holiday time ACHIEVEMENT_CRITERIA_REQUIRE_BG_LOSS_TEAM_SCORE = 17, // min_score max_score player's team win bg and opposition team have team score in range ACHIEVEMENT_CRITERIA_REQUIRE_INSTANCE_SCRIPT = 18, // 0 0 maker instance script call for check current criteria requirements fit ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPPED_ITEM_LVL = 19, // item_level item_quality fir equipped item in slot `misc1` to item level and quality ACHIEVEMENT_CRITERIA_REQUIRE_NTH_BIRTHDAY = 20, // N login on day of N-th Birthday ACHIEVEMENT_CRITERIA_REQUIRE_KNOWN_TITLE = 21, // title_id known (pvp) title, values from dbc }; #define MAX_ACHIEVEMENT_CRITERIA_REQUIREMENT_TYPE 22 // maximum value in AchievementCriteriaRequirementType enum class Player; class Unit; struct AchievementCriteriaRequirement { AchievementCriteriaRequirementType requirementType; union { // ACHIEVEMENT_CRITERIA_REQUIRE_NONE = 0 (no data) // ACHIEVEMENT_CRITERIA_REQUIRE_T_CREATURE = 1 struct { uint32 id; } creature; // ACHIEVEMENT_CRITERIA_REQUIRE_T_PLAYER_CLASS_RACE = 2 struct { uint32 class_id; uint32 race_id; } classRace; // ACHIEVEMENT_CRITERIA_REQUIRE_T_PLAYER_LESS_HEALTH = 3 struct { uint32 percent; } health; // ACHIEVEMENT_CRITERIA_REQUIRE_T_PLAYER_DEAD = 4 struct { uint32 own_team_flag; } player_dead; // ACHIEVEMENT_CRITERIA_REQUIRE_S_AURA = 5 // ACHIEVEMENT_CRITERIA_REQUIRE_T_AURA = 7 struct { uint32 spell_id; uint32 effect_idx; } aura; // ACHIEVEMENT_CRITERIA_REQUIRE_S_AREA = 6 struct { uint32 id; } area; // ACHIEVEMENT_CRITERIA_REQUIRE_VALUE = 8 struct { uint32 minvalue; } value; // ACHIEVEMENT_CRITERIA_REQUIRE_T_LEVEL = 9 struct { uint32 minlevel; } level; // ACHIEVEMENT_CRITERIA_REQUIRE_T_GENDER = 10 struct { uint32 gender; } gender; // ACHIEVEMENT_CRITERIA_REQUIRE_DISABLED = 11 (no data) // ACHIEVEMENT_CRITERIA_REQUIRE_MAP_DIFFICULTY = 12 struct { uint32 difficulty; } difficulty; // ACHIEVEMENT_CRITERIA_REQUIRE_MAP_PLAYER_COUNT = 13 struct { uint32 maxcount; } map_players; // ACHIEVEMENT_CRITERIA_REQUIRE_T_TEAM = 14 struct { uint32 team; } team; // ACHIEVEMENT_CRITERIA_REQUIRE_S_DRUNK = 15 struct { uint32 state; } drunk; // ACHIEVEMENT_CRITERIA_REQUIRE_HOLIDAY = 16 struct { uint32 id; } holiday; // ACHIEVEMENT_CRITERIA_REQUIRE_BG_LOSS_TEAM_SCORE= 17 struct { uint32 min_score; uint32 max_score; } bg_loss_team_score; // ACHIEVEMENT_CRITERIA_REQUIRE_INSTANCE_SCRIPT = 18 (no data) // ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPPED_ITEM_LVL=19 struct { uint32 item_level; uint32 item_quality; } equipped_item; // ACHIEVEMENT_CRITERIA_REQUIRE_NTH_BIRTHDAY = 20 struct { uint32 nth_birthday; } birthday_login; // ACHIEVEMENT_CRITERIA_REQUIRE_KNOWN_TITLE = 21 struct { uint32 title_id; } known_title; // ... struct { uint32 value1; uint32 value2; } raw; }; AchievementCriteriaRequirement() : requirementType(ACHIEVEMENT_CRITERIA_REQUIRE_NONE) { raw.value1 = 0; raw.value2 = 0; } AchievementCriteriaRequirement(uint32 reqType, uint32 _value1, uint32 _value2) : requirementType(AchievementCriteriaRequirementType(reqType)) { raw.value1 = _value1; raw.value2 = _value2; } bool IsValid(AchievementCriteriaEntry const* criteria); bool Meets(uint32 criteria_id, Player const* source, Unit const* target, uint32 miscvalue1 = 0) const; }; struct AchievementCriteriaRequirementSet { AchievementCriteriaRequirementSet() : criteria_id(0) {} typedef std::vector Storage; void Add(AchievementCriteriaRequirement const& data) { storage.push_back(data); } bool Meets(Player const* source, Unit const* target, uint32 miscvalue = 0) const; void SetCriteriaId(uint32 id) {criteria_id = id;} private: uint32 criteria_id; Storage storage; }; typedef std::map AchievementCriteriaRequirementMap; struct AchievementReward { Gender gender; uint32 titleId[2]; uint32 itemId; uint32 sender; std::string subject; std::string text; }; typedef std::multimap AchievementRewardsMap; typedef std::pair AchievementRewardsMapBounds; struct AchievementRewardLocale { Gender gender; std::vector subject; std::vector text; }; typedef std::multimap AchievementRewardLocalesMap; typedef std::pair AchievementRewardLocalesMapBounds; struct CompletedAchievementData { time_t date; bool changed; }; typedef UNORDERED_MAP CriteriaProgressMap; typedef UNORDERED_MAP CompletedAchievementMap; class Unit; class Player; class WorldPacket; class AchievementMgr { public: AchievementMgr(Player* pl); ~AchievementMgr(); void Reset(); static void DeleteFromDB(ObjectGuid guid); void LoadFromDB(QueryResult *achievementResult, QueryResult *criteriaResult); void SaveToDB(); void ResetAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1=0, uint32 miscvalue2=0); void StartTimedAchievementCriteria(AchievementCriteriaTypes type, uint32 timedRequirementId, time_t startTime = 0); void DoFailedTimedAchievementCriterias(); void UpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1=0, uint32 miscvalue2=0, Unit *unit=NULL, uint32 time=0); void CheckAllAchievementCriteria(); void SendAllAchievementData(); void SendRespondInspectAchievements(Player* player); Player* GetPlayer() const { return m_player;} CompletedAchievementData const* GetCompleteData(uint32 achievement_id) const { CompletedAchievementMap::const_iterator itr = m_completedAchievements.find(achievement_id); return itr != m_completedAchievements.end() ? &itr->second : NULL; } bool HasAchievement(uint32 achievement_id) const { return GetCompleteData(achievement_id) != NULL; } CompletedAchievementMap const& GetCompletedAchievements() const { return m_completedAchievements; } bool IsCompletedCriteria(AchievementCriteriaEntry const* criteria, AchievementEntry const* achievement) const; uint32 GetCriteriaProgressCounter(AchievementCriteriaEntry const* entry) const { CriteriaProgressMap::const_iterator iter = m_criteriaProgress.find(entry->ID); return iter != m_criteriaProgress.end() ? iter->second.counter : 0; } static uint32 GetCriteriaProgressMaxCounter(AchievementCriteriaEntry const* entry); // Use PROGRESS_SET only for reset/downgrade criteria progress enum ProgressType { PROGRESS_SET, PROGRESS_ACCUMULATE, PROGRESS_HIGHEST }; void SetCriteriaProgress(AchievementCriteriaEntry const* criteria, AchievementEntry const* achievement, uint32 changeValue, ProgressType ptype); private: void SendAchievementEarned(AchievementEntry const* achievement); void SendCriteriaUpdate(uint32 id, CriteriaProgress const* progress); void CompletedCriteriaFor(AchievementEntry const* achievement); void CompletedAchievement(AchievementEntry const* entry); void IncompletedAchievement(AchievementEntry const* entry); bool IsCompletedAchievement(AchievementEntry const* entry); void CompleteAchievementsWithRefs(AchievementEntry const* entry); void BuildAllDataPacket(WorldPacket *data); Player* m_player; CriteriaProgressMap m_criteriaProgress; CompletedAchievementMap m_completedAchievements; AchievementCriteriaFailTimeMap m_criteriaFailTimes; }; class AchievementGlobalMgr { public: AchievementCriteriaEntryList const& GetAchievementCriteriaByType(AchievementCriteriaTypes type); AchievementCriteriaEntryList const* GetAchievementCriteriaByAchievement(uint32 id) { AchievementCriteriaListByAchievement::const_iterator itr = m_AchievementCriteriaListByAchievement.find(id); return itr != m_AchievementCriteriaListByAchievement.end() ? &itr->second : NULL; } AchievementEntryList const* GetAchievementByReferencedId(uint32 id) const { AchievementListByReferencedId::const_iterator itr = m_AchievementListByReferencedId.find(id); return itr != m_AchievementListByReferencedId.end() ? &itr->second : NULL; } AchievementReward const* GetAchievementReward(AchievementEntry const* achievement, uint8 gender) const { AchievementRewardsMapBounds bounds = m_achievementRewards.equal_range(achievement->ID); for (AchievementRewardsMap::const_iterator iter = bounds.first; iter != bounds.second; ++iter) if(iter->second.gender == GENDER_NONE || uint8(iter->second.gender) == gender) return &iter->second; return NULL; } AchievementRewardLocale const* GetAchievementRewardLocale(AchievementEntry const* achievement, uint8 gender) const { AchievementRewardLocalesMapBounds bounds = m_achievementRewardLocales.equal_range(achievement->ID); for (AchievementRewardLocalesMap::const_iterator iter = bounds.first; iter != bounds.second; ++iter) if(iter->second.gender == GENDER_NONE || uint8(iter->second.gender) == gender) return &iter->second; return NULL; } AchievementCriteriaRequirementSet const* GetCriteriaRequirementSet(AchievementCriteriaEntry const *achievementCriteria) { AchievementCriteriaRequirementMap::const_iterator iter = m_criteriaRequirementMap.find(achievementCriteria->ID); return iter!=m_criteriaRequirementMap.end() ? &iter->second : NULL; } bool IsRealmCompleted(AchievementEntry const* achievement) const { return m_allCompletedAchievements.find(achievement->ID) != m_allCompletedAchievements.end(); } void SetRealmCompleted(AchievementEntry const* achievement) { m_allCompletedAchievements.insert(achievement->ID); } void LoadAchievementCriteriaList(); void LoadAchievementCriteriaRequirements(); void LoadAchievementReferenceList(); void LoadCompletedAchievements(); void LoadRewards(); void LoadRewardLocales(); private: AchievementCriteriaRequirementMap m_criteriaRequirementMap; // store achievement criterias by type to speed up lookup AchievementCriteriaEntryList m_AchievementCriteriasByType[ACHIEVEMENT_CRITERIA_TYPE_TOTAL]; // store achievement criterias by achievement to speed up lookup AchievementCriteriaListByAchievement m_AchievementCriteriaListByAchievement; // store achievements by referenced achievement id to speed up lookup AchievementListByReferencedId m_AchievementListByReferencedId; typedef std::set AllCompletedAchievements; AllCompletedAchievements m_allCompletedAchievements; AchievementRewardsMap m_achievementRewards; AchievementRewardLocalesMap m_achievementRewardLocales; }; #define sAchievementMgr MaNGOS::Singleton::Instance() #endif