/* * Copyright (C) 2005-2008 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 */ #include "AchievementMgr.h" #include "Common.h" #include "Player.h" #include "WorldPacket.h" #include "Database/DBCEnums.h" #include "ObjectMgr.h" #include "Guild.h" AchievementMgr::AchievementMgr(Player *player) { m_player = player; } void AchievementMgr::SaveToDB() { // TODO store achievements } void AchievementMgr::LoadFromDB() { // TODO load achievements } void AchievementMgr::SendAchievementEarned(uint32 achievementId) { sLog.outString("AchievementMgr::SendAchievementEarned(%u)", achievementId); WorldPacket data(SMSG_MESSAGECHAT, 200); data << uint8(CHAT_MSG_ACHIEVEMENT); data << uint32(LANG_UNIVERSAL); data << uint64(GetPlayer()->GetGUID()); data << uint32(5); data << uint64(GetPlayer()->GetGUID()); const char *msg = "|Hplayer:$N|h[$N]|h has earned the achievement $a!"; data << uint32(strlen(msg)+1); data << msg; data << uint8(0); data << uint32(achievementId); GetPlayer()->SendMessageToSet(&data, true); if(Guild* guild = objmgr.GetGuildById(GetPlayer()->GetGuildId())) { data.Initialize(SMSG_MESSAGECHAT, 200); data << uint8(CHAT_MSG_GUILD_ACHIEVEMENT); data << uint32(LANG_UNIVERSAL); data << uint64(GetPlayer()->GetGUID()); data << uint32(5); data << uint64(GetPlayer()->GetGUID()); data << uint32(strlen(msg)+1); data << msg; data << uint8(0); data << uint32(achievementId); guild->BroadcastPacket(&data); } data.Initialize(SMSG_ACHIEVEMENT_EARNED, 8+4+8); data.append(GetPlayer()->GetPackGUID()); data << uint32(achievementId); data << uint32(secsToTimeBitFields(time(NULL))); data << uint32(0); GetPlayer()->SendMessageToSet(&data, true); } void AchievementMgr::SendCriteriaUpdate(uint32 criteriaId, uint32 counter) { sLog.outString("AchievementMgr::SendCriteriaUpdate(%u, %u)", criteriaId, counter); WorldPacket data(SMSG_CRITERIA_UPDATE, 8+4+8); data << uint32(criteriaId); // the counter is packed like a packed Guid data.appendPackGUID(counter); data.append(GetPlayer()->GetPackGUID()); data << uint32(0); data << uint32(secsToTimeBitFields(time(NULL))); data << uint32(0); // timer 1 data << uint32(0); // timer 2 GetPlayer()->SendMessageToSet(&data, true); } /** * called at player login. The player might have fulfilled some achievements when the achievement system wasn't working yet */ void AchievementMgr::CheckAllAchievementCriteria() { // suppress sending packets for(uint32 i=0; igetLevel()); break; case ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT: SetCriteriaProgress(achievementCriteria, GetPlayer()->GetByteValue(PLAYER_BYTES_2, 2)+1); break; default: return; } if(IsCompletedCriteria(achievementCriteria)) CompletedCriteria(achievementCriteria); } } bool AchievementMgr::IsCompletedCriteria(AchievementCriteriaEntry const* achievementCriteria) { AchievementEntry const* achievement = sAchievementStore.LookupEntry(achievementCriteria->referredAchievement); if(!achievement) return false; // counter can never complete if(achievement->flags & ACHIEVEMENT_FLAG_COUNTER) return false; if(m_criteriaProgress.find(achievementCriteria->ID) == m_criteriaProgress.end()) return false; switch(achievementCriteria->requiredType) { case ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL: return m_criteriaProgress[achievementCriteria->ID] >= achievementCriteria->reach_level.level; case ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT: return m_criteriaProgress[achievementCriteria->ID] >= achievementCriteria->buy_bank_slot.numberOfSlots; } return false; } void AchievementMgr::CompletedCriteria(AchievementCriteriaEntry const* criteria) { AchievementEntry const* achievement = sAchievementStore.LookupEntry(criteria->referredAchievement); if(!achievement) return; // counter can never complete if(achievement->flags & ACHIEVEMENT_FLAG_COUNTER) return; if(criteria->completionFlag & ACHIEVEMENT_CRITERIA_COMPLETE_FLAG_ALL || GetAchievementCompletionState(achievement)==ACHIEVEMENT_COMPLETED_COMPLETED_NOT_STORED) { CompletedAchievement(achievement); } } AchievementCompletionState AchievementMgr::GetAchievementCompletionState(AchievementEntry const* entry) { if(m_completedAchievements.find(entry->ID)!=m_completedAchievements.end()) return ACHIEVEMENT_COMPLETED_COMPLETED_STORED; bool foundOutstanding = false; for (uint32 entryId = 0; entryIdreferredAchievement!= entry->ID) continue; if(IsCompletedCriteria(criteria) && criteria->completionFlag & ACHIEVEMENT_CRITERIA_COMPLETE_FLAG_ALL) return ACHIEVEMENT_COMPLETED_COMPLETED_NOT_STORED; // found an umcompleted criteria, but DONT return false - there might be a completed criteria with ACHIEVEMENT_CRITERIA_COMPLETE_FLAG_ALL if(!IsCompletedCriteria(criteria)) foundOutstanding = true; } if(foundOutstanding) return ACHIEVEMENT_COMPLETED_NONE; else return ACHIEVEMENT_COMPLETED_COMPLETED_NOT_STORED; } void AchievementMgr::SetCriteriaProgress(AchievementCriteriaEntry const* entry, uint32 newValue) { sLog.outString("AchievementMgr::SetCriteriaProgress(%u, %u)", entry->ID, newValue); m_criteriaProgress[entry->ID] = newValue; SendCriteriaUpdate(entry->ID, newValue); } void AchievementMgr::CompletedAchievement(AchievementEntry const* achievement) { sLog.outString("AchievementMgr::CompletedAchievement(%u)", achievement->ID); if(achievement->flags & ACHIEVEMENT_FLAG_COUNTER || m_completedAchievements.find(achievement->ID)!=m_completedAchievements.end()) return; SendAchievementEarned(achievement->ID); m_completedAchievements[achievement->ID] = time(NULL); // TODO: reward titles and items } void AchievementMgr::SendAllAchievementData() { // since we don't know the exact size of the packed GUIDs this is just an approximation WorldPacket data(SMSG_ALL_ACHIEVEMENT_DATA,4*2+m_completedAchievements.size()*4*2+m_completedAchievements.size()*7*4); BuildAllDataPacket(&data); GetPlayer()->GetSession()->SendPacket(&data); } void AchievementMgr::SendRespondInspectAchievements(Player* player) { // since we don't know the exact size of the packed GUIDs this is just an approximation WorldPacket data(SMSG_ALL_ACHIEVEMENT_DATA,4+4*2+m_completedAchievements.size()*4*2+m_completedAchievements.size()*7*4); data.append(GetPlayer()->GetPackGUID()); BuildAllDataPacket(&data); player->GetSession()->SendPacket(&data); } /** * used by both SMSG_ALL_ACHIEVEMENT_DATA and SMSG_RESPOND_INSPECT_ACHIEVEMENT */ void AchievementMgr::BuildAllDataPacket(WorldPacket *data) { for(CompletedAchievementMap::iterator iter = m_completedAchievements.begin(); iter!=m_completedAchievements.end(); ++iter) { *data << uint32(iter->first); *data << uint32(secsToTimeBitFields(iter->second)); } *data << int32(-1); for(CriteriaProgressMap::iterator iter = m_criteriaProgress.begin(); iter!=m_criteriaProgress.end(); ++iter) { *data << uint32(iter->first); data->appendPackGUID(iter->second); data->append(GetPlayer()->GetPackGUID()); *data << uint32(0); *data << uint32(secsToTimeBitFields(time(NULL))); *data << uint32(0); *data << uint32(0); } *data << int32(-1); }