server/src/game/AchievementMgr.cpp
arrai e92cc728c3 Reverted wrong commit d2785283e - the real source for not matching the flags was a mixed up index in DBCfmt.cpp
Added database integrity check for creature_equip_template
Differ between stored and pending completed achievements
2008-10-29 17:58:56 +01:00

261 lines
9.5 KiB
C++

/*
* Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
*
* 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; i<ACHIEVEMENT_CRITERIA_TYPE_TOTAL; i++)
UpdateAchievementCriteria(AchievementCriteriaTypes(i));
}
/**
* this function will be called whenever the user might have done a criteria relevant action
*/
void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1, uint32 miscvalue2, uint32 time)
{
sLog.outString("AchievementMgr::UpdateAchievementCriteria(%u, %u, %u, %u)", type, miscvalue1, miscvalue2, time);
AchievementCriteriaEntryList const& achievementCriteriaList = objmgr.GetAchievementCriteriaByType(type);
for(AchievementCriteriaEntryList::const_iterator i = achievementCriteriaList.begin(); i!=achievementCriteriaList.end(); ++i)
{
AchievementCriteriaEntry const *achievementCriteria = (*i);
// don't update already completed criteria
if(IsCompletedCriteria(achievementCriteria))
continue;
switch (type)
{
case ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL:
SetCriteriaProgress(achievementCriteria, GetPlayer()->getLevel());
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; entryId<sAchievementCriteriaStore.GetNumRows(); entryId++)
{
AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(entryId);
if(!criteria || criteria->referredAchievement!= 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);
}