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[7772] ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED implementation


Guest DonTomika

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What bug does the patch fix? What features does the patch add?

This patch implements ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED.

For which repository revision was the patch created?

7763

Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.

Couldn't find any.

diff --git a/src/game/AchievementMgr.cpp b/src/game/AchievementMgr.cpp
index 8d91103..549060d 100644
--- a/src/game/AchievementMgr.cpp
+++ b/src/game/AchievementMgr.cpp
@@ -1126,6 +1126,12 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
            case ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL:
                SetCriteriaProgress(achievementCriteria, GetPlayer()->GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS));
                break;
+            case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED:
+                if (miscvalue1)
+                    SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_HIGHEST);
+                else
+                    SetCriteriaProgress(achievementCriteria, GetPlayer()->GetMoney(), PROGRESS_HIGHEST);
+                break;
            // std case: not exist in DBC, not triggered in code as result
            case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEALTH:
            case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_SPELLPOWER:
@@ -1160,7 +1166,6 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
            case ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS:
            case ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION:
            case ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS:
-            case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED:
            case ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM:
            case ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM:
            case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED:
@@ -1312,6 +1317,7 @@ bool AchievementMgr::IsCompletedCriteria(AchievementCriteriaEntry const* achieve
        case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL:
        case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID:
        case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD:
+        case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED:
        case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION:
        case ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION:
        case ACHIEVEMENT_CRITERIA_TYPE_KNOWN_FACTIONS:
diff --git a/src/game/Player.cpp b/src/game/Player.cpp
index 5076764..c6a1897 100644
--- a/src/game/Player.cpp
+++ b/src/game/Player.cpp
@@ -13380,6 +13380,8 @@ void Player::MoneyChanged( uint32 count )
            }
        }
    }
+
+    GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED, count);
}

void Player::ReputationChanged(FactionEntry const* factionEntry )

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1) MoneyChanged is quest related update function, so better not add to it unrelated code. I move call to Player::SetMoney where it only called.

2) i think not exist any reason have different code for in game and loading cases. In all cases we can use GetPlayer()->GetMoney().

With this changes in [7772]. Thank you :)

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