Files
rathena/src/map/achievement.cpp
Aleos 8df036c428 Fixed AG_BATTLE and AG_TAMING achievements (#4065)
* Fixes #4015.
* Fixes a potential crash from AG_BATTLE and AG_TAMING achievements.
* General cleanups.
Thanks to @Atemo!
2019-04-17 12:23:43 -04:00

1044 lines
29 KiB
C++

// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#include "achievement.hpp"
#include <array>
#include <setjmp.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <yaml-cpp/yaml.h>
#include "../common/cbasetypes.hpp"
#include "../common/database.hpp"
#include "../common/malloc.hpp"
#include "../common/nullpo.hpp"
#include "../common/showmsg.hpp"
#include "../common/strlib.hpp"
#include "../common/utilities.hpp"
#include "../common/utils.hpp"
#include "battle.hpp"
#include "chrif.hpp"
#include "clif.hpp"
#include "intif.hpp"
#include "itemdb.hpp"
#include "map.hpp"
#include "npc.hpp"
#include "pc.hpp"
#include "script.hpp"
#include "status.hpp"
using namespace rathena;
void AchievementDatabase::clear(){
TypesafeYamlDatabase::clear();
this->achievement_mobs.clear();
}
const std::string AchievementDatabase::getDefaultLocation(){
return std::string(db_path) + "/achievement_db.yml";
}
/**
* Reads and parses an entry from the achievement_db.
* @param node: YAML node containing the entry.
* @return count of successfully parsed rows
*/
uint64 AchievementDatabase::parseBodyNode(const YAML::Node &node){
uint32 achievement_id;
// TODO: doesnt match camel case
if( !this->asUInt32( node, "ID", achievement_id ) ){
return 0;
}
std::shared_ptr<s_achievement_db> achievement = this->find( achievement_id );
bool exists = achievement != nullptr;
if( !exists ){
if( !this->nodeExists( node, "Group" ) ){
return 0;
}
if( !this->nodeExists( node, "Name" ) ){
return 0;
}
achievement = std::make_shared<s_achievement_db>();
achievement->achievement_id = achievement_id;
}
if( this->nodeExists( node, "Group" ) ){
std::string group_name;
if( !this->asString( node, "Group", group_name ) ){
return 0;
}
int constant;
if( !script_get_constant( group_name.c_str(), &constant ) ){
this->invalidWarning( node, "achievement_read_db_sub: Invalid group %s for achievement %d, skipping.\n", group_name.c_str(), achievement_id );
return 0;
}
achievement->group = (e_achievement_group)constant;
}
if( this->nodeExists( node, "Name" ) ){
std::string name;
if( !this->asString( node, "Name", name ) ){
return 0;
}
achievement->name = name;
}
if( this->nodeExists( node, "Target" ) ){
const YAML::Node& targets = node["Target"];
for( const YAML::Node& targetNode : targets ){
if( achievement->targets.size() >= MAX_ACHIEVEMENT_OBJECTIVES ){
this->invalidWarning( targetNode, "Node \"Target\" list exceeds the maximum of %d, skipping.\n", MAX_ACHIEVEMENT_OBJECTIVES );
return 0;
}
uint16 targetId;
if( !this->asUInt16( targetNode, "Id", targetId ) ){
continue;
}
if( targetId >= MAX_ACHIEVEMENT_OBJECTIVES ){
this->invalidWarning( targetNode["Id"], "Node \"Id\" is out of valid range [0,%d], skipping.\n", MAX_ACHIEVEMENT_OBJECTIVES );
return 0;
}
std::shared_ptr<achievement_target> target = rathena::util::map_find( achievement->targets, targetId );
bool targetExists = target != nullptr;
if( !targetExists ){
if( !this->nodeExists( targetNode, "Count" ) && !this->nodeExists( targetNode, "MobID" ) ){
this->invalidWarning( targetNode, "Node \"Target\" has no data specified, skipping.\n" );
return 0;
}
target = std::make_shared<achievement_target>();
}
if( this->nodeExists( targetNode, "Count" ) ){
uint32 count;
if( !this->asUInt32( targetNode, "Count", count ) ){
return 0;
}
target->count = count;
}else{
if( !targetExists ){
target->count = 0;
}
}
if( this->nodeExists( targetNode, "MobID" ) ){
if( achievement->group != AG_BATTLE && achievement->group != AG_TAMING ){
this->invalidWarning( targets, "Node \"MobID\" is only supported for targets in group AG_BATTLE or AG_TAMING, skipping.\n" );
return 0;
}
uint32 mob_id;
// TODO: not camel case
if( !this->asUInt32( targetNode, "MobID", mob_id ) ){
return 0;
}
if( mob_db( mob_id ) == nullptr ){
this->invalidWarning( targetNode["MobID"], "Unknown monster ID %d, skipping.\n", mob_id );
return 0;
}
if( !this->mobexists( mob_id ) ){
this->achievement_mobs.push_back( mob_id );
}
target->mob = mob_id;
}else{
if( !targetExists ){
target->mob = 0;
}
}
achievement->targets[targetId] = target;
}
}
if( this->nodeExists( node, "Condition" ) ){
std::string condition;
if( !this->asString( node, "Condition", condition ) ){
return 0;
}
if( condition.find( "achievement_condition" ) == std::string::npos ){
condition = "achievement_condition( " + condition + " );";
}
achievement->condition = parse_script( condition.c_str(), this->getCurrentFile().c_str(), node["Condition"].Mark().line + 1, SCRIPT_IGNORE_EXTERNAL_BRACKETS );
}
if( this->nodeExists( node, "Map" ) ){
if( achievement->group != AG_CHAT ){
this->invalidWarning( node, "Node \"Map\" can only be used with the group AG_CHATTING, skipping.\n" );
return 0;
}
std::string mapname;
if( !this->asString( node, "Map", mapname ) ){
return 0;
}
achievement->mapindex = map_mapname2mapid( mapname.c_str() );
if( achievement->mapindex == -1 ){
this->invalidWarning( node["Map"], "Unknown map name '%s'.\n", mapname.c_str() );
return 0;
}
}else{
if( !exists ){
achievement->mapindex = -1;
}
}
if( this->nodeExists( node, "Dependent" ) ){
for( const YAML::Node& subNode : node["Dependent"] ){
uint32 dependent_achievement_id;
if( !this->asUInt32( subNode, "Id", dependent_achievement_id ) ){
return 0;
}
// TODO: import logic for clearing => continue
// TODO: change to set to prevent multiple entries with the same id?
achievement->dependent_ids.push_back( dependent_achievement_id );
}
}
// TODO: not plural
if( this->nodeExists( node, "Reward" ) ){
const YAML::Node& rewardNode = node["Reward"];
// TODO: not camel case
if( this->nodeExists( rewardNode, "ItemID" ) ){
uint16 itemId;
if( !this->asUInt16( rewardNode, "ItemID", itemId ) ){
return 0;
}
if( !itemdb_exists( itemId ) ){
this->invalidWarning( rewardNode["ItemID"], "Unknown item with ID %hu.\n", itemId );
return 0;
}
achievement->rewards.nameid = itemId;
if( achievement->rewards.amount == 0 ){
// Default the amount to 1
achievement->rewards.amount = 1;
}
}
if( this->nodeExists( rewardNode, "Amount" ) ){
uint16 amount;
if( !this->asUInt16( rewardNode, "Amount", amount ) ){
return 0;
}
achievement->rewards.nameid = amount;
}
if( this->nodeExists( rewardNode, "Script" ) ){
std::string script;
if( !this->asString( rewardNode, "Script", script ) ){
return 0;
}
achievement->rewards.script = parse_script( script.c_str(), this->getCurrentFile().c_str(), achievement_id, SCRIPT_IGNORE_EXTERNAL_BRACKETS );
}
// TODO: not camel case
if( this->nodeExists( rewardNode, "TitleID" ) ){
uint32 title;
if( !this->asUInt32( rewardNode, "TitleID", title ) ){
return 0;
}
achievement->rewards.title_id = title;
}
}
if( this->nodeExists( node, "Score" ) ){
uint32 score;
if( !this->asUInt32( node, "Score", score ) ){
return 0;
}
achievement->score = score;
}
if( !exists ){
this->put( achievement_id, achievement );
}
return 1;
}
AchievementDatabase achievement_db;
/**
* Searches for an achievement by monster ID
* @param mob_id: Monster ID to lookup
* @return True on success, false on failure
*/
bool AchievementDatabase::mobexists( uint32 mob_id ){
if (!battle_config.feature_achievement)
return false;
auto it = std::find(this->achievement_mobs.begin(), this->achievement_mobs.end(), mob_id);
return (it != this->achievement_mobs.end()) ? true : false;
}
/**
* Add an achievement to the player's log
* @param sd: Player data
* @param achievement_id: Achievement to add
* @return NULL on failure, achievement data on success
*/
struct achievement *achievement_add(struct map_session_data *sd, int achievement_id)
{
int i, index;
nullpo_retr(NULL, sd);
std::shared_ptr<s_achievement_db> adb = achievement_db.find( achievement_id );
if( adb == nullptr ){
ShowError( "achievement_add: Achievement %d not found in DB.\n", achievement_id );
return nullptr;
}
ARR_FIND(0, sd->achievement_data.count, i, sd->achievement_data.achievements[i].achievement_id == achievement_id);
if (i < sd->achievement_data.count) {
ShowError("achievement_add: Character %d already has achievement %d.\n", sd->status.char_id, achievement_id);
return NULL;
}
index = sd->achievement_data.incompleteCount;
sd->achievement_data.count++;
sd->achievement_data.incompleteCount++;
RECREATE(sd->achievement_data.achievements, struct achievement, sd->achievement_data.count);
// The character has some completed achievements, make room before them so that they will stay at the end of the array
if (sd->achievement_data.incompleteCount != sd->achievement_data.count)
memmove(&sd->achievement_data.achievements[index + 1], &sd->achievement_data.achievements[index], sizeof(struct achievement) * (sd->achievement_data.count - sd->achievement_data.incompleteCount));
memset(&sd->achievement_data.achievements[index], 0, sizeof(struct achievement));
sd->achievement_data.achievements[index].achievement_id = achievement_id;
sd->achievement_data.achievements[index].score = adb->score;
sd->achievement_data.save = true;
clif_achievement_update(sd, &sd->achievement_data.achievements[index], sd->achievement_data.count - sd->achievement_data.incompleteCount);
return &sd->achievement_data.achievements[index];
}
/**
* Removes an achievement from a player's log
* @param sd: Player's data
* @param achievement_id: Achievement to remove
* @return True on success, false on failure
*/
bool achievement_remove(struct map_session_data *sd, int achievement_id)
{
struct achievement dummy;
int i;
nullpo_retr(false, sd);
if (!achievement_db.exists(achievement_id)) {
ShowError("achievement_delete: Achievement %d not found in DB.\n", achievement_id);
return false;
}
ARR_FIND(0, sd->achievement_data.count, i, sd->achievement_data.achievements[i].achievement_id == achievement_id);
if (i == sd->achievement_data.count) {
ShowError("achievement_delete: Character %d doesn't have achievement %d.\n", sd->status.char_id, achievement_id);
return false;
}
if (!sd->achievement_data.achievements[i].completed)
sd->achievement_data.incompleteCount--;
if (i != sd->achievement_data.count - 1)
memmove(&sd->achievement_data.achievements[i], &sd->achievement_data.achievements[i + 1], sizeof(struct achievement) * (sd->achievement_data.count - 1 - i));
sd->achievement_data.count--;
if( sd->achievement_data.count == 0 ){
aFree(sd->achievement_data.achievements);
sd->achievement_data.achievements = NULL;
}else{
RECREATE(sd->achievement_data.achievements, struct achievement, sd->achievement_data.count);
}
sd->achievement_data.save = true;
// Send a removed fake achievement
memset(&dummy, 0, sizeof(struct achievement));
dummy.achievement_id = achievement_id;
clif_achievement_update(sd, &dummy, sd->achievement_data.count - sd->achievement_data.incompleteCount);
return true;
}
/**
* Lambda function that checks for completed achievements
* @param sd: Player data
* @param achievement_id: Achievement to check if it's complete
* @return True on completed, false if not
*/
static bool achievement_done(struct map_session_data *sd, int achievement_id) {
for (int i = 0; i < sd->achievement_data.count; i++) {
if (sd->achievement_data.achievements[i].achievement_id == achievement_id && sd->achievement_data.achievements[i].completed > 0)
return true;
}
return false;
}
/**
* Checks to see if an achievement has a dependent, and if so, checks if that dependent is complete
* @param sd: Player data
* @param achievement_id: Achievement to check if it has a dependent
* @return False on failure or not complete, true on complete or no dependents
*/
bool achievement_check_dependent(struct map_session_data *sd, int achievement_id)
{
nullpo_retr(false, sd);
std::shared_ptr<s_achievement_db> adb = achievement_db.find( achievement_id );
if( adb == nullptr ){
return false;
}
// Check if the achievement has a dependent
// If so, then do a check on all dependents to see if they're complete
for (int i = 0; i < adb->dependent_ids.size(); i++) {
if (!achievement_done(sd, adb->dependent_ids[i]))
return false; // One of the dependent is not complete!
}
return true;
}
/**
* Check achievements that only have dependents and no other requirements
* @param sd: Player to update
* @param sd: Achievement to compare for completed dependents
* @return True if successful, false if not
*/
static int achievement_check_groups(struct map_session_data *sd, struct s_achievement_db *ad)
{
int i;
if (ad == NULL || sd == NULL)
return 0;
if (ad->group != AG_BATTLE && ad->group != AG_TAMING && ad->group != AG_ADVENTURE)
return 0;
if (ad->dependent_ids.empty() || ad->condition)
return 0;
ARR_FIND(0, sd->achievement_data.count, i, sd->achievement_data.achievements[i].achievement_id == ad->achievement_id);
if (i == sd->achievement_data.count) { // Achievement isn't in player's log
if (achievement_check_dependent(sd, ad->achievement_id) == true) {
achievement_add(sd, ad->achievement_id);
achievement_update_achievement(sd, ad->achievement_id, true);
}
}
return 1;
}
/**
* Update an achievement
* @param sd: Player to update
* @param achievement_id: Achievement ID of the achievement to update
* @param complete: Complete state of an achievement
* @return True if successful, false if not
*/
bool achievement_update_achievement(struct map_session_data *sd, int achievement_id, bool complete)
{
int i;
nullpo_retr(false, sd);
std::shared_ptr<s_achievement_db> adb = achievement_db.find( achievement_id );
if( adb == nullptr ){
return false;
}
ARR_FIND(0, sd->achievement_data.incompleteCount, i, sd->achievement_data.achievements[i].achievement_id == achievement_id);
if (i == sd->achievement_data.incompleteCount)
return false;
if (sd->achievement_data.achievements[i].completed > 0)
return false;
// Finally we send the updated achievement to the client
if (complete) {
if (!adb->targets.empty()) { // Make sure all the objective targets are at their respective total requirement
for (const auto &it : adb->targets)
sd->achievement_data.achievements[i].count[it.first] = it.second->count;
}
sd->achievement_data.achievements[i].completed = time(NULL);
if (i < (--sd->achievement_data.incompleteCount)) { // The achievement needs to be moved to the completed achievements block at the end of the array
struct achievement tmp_ach;
memcpy(&tmp_ach, &sd->achievement_data.achievements[i], sizeof(struct achievement));
memcpy(&sd->achievement_data.achievements[i], &sd->achievement_data.achievements[sd->achievement_data.incompleteCount], sizeof(struct achievement));
memcpy(&sd->achievement_data.achievements[sd->achievement_data.incompleteCount], &tmp_ach, sizeof(struct achievement));
}
achievement_level(sd, true); // Re-calculate achievement level
// Check dependents
for (auto &ach : achievement_db)
achievement_check_groups(sd, ach.second.get());
ARR_FIND(sd->achievement_data.incompleteCount, sd->achievement_data.count, i, sd->achievement_data.achievements[i].achievement_id == achievement_id); // Look for the index again, the position most likely changed
}
clif_achievement_update(sd, &sd->achievement_data.achievements[i], sd->achievement_data.count - sd->achievement_data.incompleteCount);
sd->achievement_data.save = true; // Flag to save with the autosave interval
return true;
}
/**
* Get the reward of an achievement
* @param sd: Player getting the reward
* @param achievement_id: Achievement to get reward data
*/
void achievement_get_reward(struct map_session_data *sd, int achievement_id, time_t rewarded)
{
int i;
nullpo_retv(sd);
std::shared_ptr<s_achievement_db> adb = achievement_db.find( achievement_id );
if( adb == nullptr ){
ShowError( "achievement_reward: Inter server sent a reward claim for achievement %d not found in DB.\n", achievement_id );
return;
}
if (rewarded == 0) {
clif_achievement_reward_ack(sd->fd, 0, achievement_id);
return;
}
ARR_FIND(0, sd->achievement_data.count, i, sd->achievement_data.achievements[i].achievement_id == achievement_id);
if (i == sd->achievement_data.count)
return;
// Only update in the cache, db was updated already
sd->achievement_data.achievements[i].rewarded = rewarded;
sd->achievement_data.save = true;
run_script(adb->rewards.script, 0, sd->bl.id, fake_nd->bl.id);
if (adb->rewards.title_id) {
sd->titles.push_back(adb->rewards.title_id);
clif_achievement_list_all(sd);
}else{
clif_achievement_reward_ack(sd->fd, 1, achievement_id);
clif_achievement_update(sd, &sd->achievement_data.achievements[i], sd->achievement_data.count - sd->achievement_data.incompleteCount);
}
}
/**
* Check if player has recieved an achievement's reward
* @param sd: Player to get reward
* @param achievement_id: Achievement to get reward data
*/
void achievement_check_reward(struct map_session_data *sd, int achievement_id)
{
int i;
nullpo_retv(sd);
std::shared_ptr<s_achievement_db> adb = achievement_db.find( achievement_id );
if( adb == nullptr ){
ShowError( "achievement_reward: Trying to reward achievement %d not found in DB.\n", achievement_id );
clif_achievement_reward_ack( sd->fd, 0, achievement_id );
return;
}
ARR_FIND(0, sd->achievement_data.count, i, sd->achievement_data.achievements[i].achievement_id == achievement_id);
if (i == sd->achievement_data.count) {
clif_achievement_reward_ack(sd->fd, 0, achievement_id);
return;
}
if (sd->achievement_data.achievements[i].rewarded > 0 || sd->achievement_data.achievements[i].completed == 0) {
clif_achievement_reward_ack(sd->fd, 0, achievement_id);
return;
}
if (!intif_achievement_reward(sd, adb.get())) {
clif_achievement_reward_ack(sd->fd, 0, achievement_id);
}
}
/**
* Return all titles to a player based on completed achievements
* @param char_id: Character ID requesting
*/
void achievement_get_titles(uint32 char_id)
{
struct map_session_data *sd = map_charid2sd(char_id);
if (sd) {
sd->titles.clear();
if (sd->achievement_data.count) {
for (int i = 0; i < sd->achievement_data.count; i++) {
std::shared_ptr<s_achievement_db> adb = achievement_db.find( sd->achievement_data.achievements[i].achievement_id );
// If the achievement has a title and is complete, give it to the player
if( adb != nullptr && adb->rewards.title_id && sd->achievement_data.achievements[i].completed > 0 ){
sd->titles.push_back( adb->rewards.title_id );
}
}
}
}
}
/**
* Frees the player's data for achievements
* @param sd: Player's session
*/
void achievement_free(struct map_session_data *sd)
{
nullpo_retv(sd);
if (sd->achievement_data.count) {
aFree(sd->achievement_data.achievements);
sd->achievement_data.achievements = NULL;
sd->achievement_data.count = sd->achievement_data.incompleteCount = 0;
}
}
/**
* Get an achievement's progress information
* @param sd: Player to check achievement progress
* @param achievement_id: Achievement progress to check
* @param type: Type to return
* @return The type's data, -1 if player doesn't have achievement, -2 on failure/incorrect type
*/
int achievement_check_progress(struct map_session_data *sd, int achievement_id, int type)
{
int i;
nullpo_retr(-2, sd);
// Achievement ID is not needed so skip the lookup
if (type == ACHIEVEINFO_LEVEL)
return sd->achievement_data.level;
else if (type == ACHIEVEINFO_SCORE)
return sd->achievement_data.total_score;
ARR_FIND(0, sd->achievement_data.count, i, sd->achievement_data.achievements[i].achievement_id == achievement_id);
if (i == sd->achievement_data.count)
return -1;
if (type >= ACHIEVEINFO_COUNT1 && type <= ACHIEVEINFO_COUNT10)
return sd->achievement_data.achievements[i].count[type - 1];
else if (type == ACHIEVEINFO_COMPLETE)
return sd->achievement_data.achievements[i].completed > 0;
else if (type == ACHIEVEINFO_COMPLETEDATE)
return (int)sd->achievement_data.achievements[i].completed;
else if (type == ACHIEVEINFO_GOTREWARD)
return sd->achievement_data.achievements[i].rewarded > 0;
return -2;
}
/**
* Calculate a player's achievement level
* @param sd: Player to check achievement level
* @param flag: If the call should attempt to give the AG_GOAL_ACHIEVE achievement
* @return Player's achievement level or 0 on failure
*/
int *achievement_level(struct map_session_data *sd, bool flag)
{
static int info[2];
int i, old_level;
const int score_table[MAX_ACHIEVEMENT_RANK] = { 18, 31, 49, 73, 135, 104, 140, 178, 900, 1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800, 1900, 2000 }; //! TODO: Figure out the EXP required to level up from 8-20
nullpo_retr(0, sd);
sd->achievement_data.total_score = 0;
old_level = sd->achievement_data.level;
for (i = 0; i < sd->achievement_data.count; i++) {
if (sd->achievement_data.achievements[i].completed > 0)
sd->achievement_data.total_score += sd->achievement_data.achievements[i].score;
}
info[0] = 0;
info[1] = 0;
for (i = 0; i < MAX_ACHIEVEMENT_RANK; i++) {
info[0] = info[1];
if (i < ARRAYLENGTH(score_table))
info[1] = score_table[i];
else {
info[0] = info[1];
info[1] = info[1] + 500;
}
if (sd->achievement_data.total_score < info[1])
break;
}
if (i == MAX_ACHIEVEMENT_RANK)
i = 0;
info[1] = info[1] - info[0]; // Right number
info[0] = sd->achievement_data.total_score - info[0]; // Left number
sd->achievement_data.level = i;
if (flag == true && old_level != sd->achievement_data.level) {
int achievement_id = 240000 + sd->achievement_data.level;
if( achievement_add(sd, achievement_id) ){
achievement_update_achievement(sd, achievement_id, true);
}
}
return info;
}
static bool achievement_check_condition( struct script_code* condition, struct map_session_data* sd, const std::array<int, MAX_ACHIEVEMENT_OBJECTIVES> count ){
// Save the old script the player was attached to
struct script_state* previous_st = sd->st;
// Only if there was an old script
if( previous_st != nullptr ){
// Detach the player from the current script
script_detach_rid(previous_st);
}
run_script( condition, 0, sd->bl.id, fake_nd->bl.id );
struct script_state* st = sd->st;
int value = 0;
if( st != nullptr ){
value = script_getnum( st, 2 );
script_free_state(st);
}
// If an old script is present
if( previous_st != nullptr ){
// Because of detach the RID will be removed, so we need to restore it
previous_st->rid = sd->bl.id;
// Reattach the player to it, so that the limitations of that script kick back in
script_attach_state( previous_st );
}
return value != 0;
}
/**
* Update achievement objectives.
* @param sd: Player to update
* @param ad: Achievement data to compare for completion
* @param group: Achievement group to update
* @param update_count: Objective values from event
* @return 1 on success and false on failure
*/
static bool achievement_update_objectives(struct map_session_data *sd, std::shared_ptr<struct s_achievement_db> ad, enum e_achievement_group group, const std::array<int, MAX_ACHIEVEMENT_OBJECTIVES> &update_count)
{
if (!ad || !sd)
return false;
if (group <= AG_NONE || group >= AG_MAX)
return false;
if (group != ad->group)
return false;
struct achievement *entry = NULL;
bool isNew = false, changed = false, complete = false;
std::array<int, MAX_ACHIEVEMENT_OBJECTIVES> current_count = {}; // Player's current objective values
int i;
ARR_FIND(0, sd->achievement_data.count, i, sd->achievement_data.achievements[i].achievement_id == ad->achievement_id);
if (i == sd->achievement_data.count) { // Achievement isn't in player's log
if (!achievement_check_dependent(sd, ad->achievement_id)) // Check to see if dependents are complete before adding to player's log
return false;
isNew = true;
} else {
entry = &sd->achievement_data.achievements[i];
if (entry->completed > 0) // Player has completed the achievement
return false;
memcpy(current_count.data(), entry->count, sizeof(current_count));
}
switch (group) {
case AG_ADD_FRIEND:
case AG_BABY:
case AG_CHAT_COUNT:
case AG_CHAT_CREATE:
case AG_CHAT_DYING:
case AG_GET_ITEM:
case AG_GET_ZENY:
case AG_GOAL_LEVEL:
case AG_GOAL_STATUS:
case AG_JOB_CHANGE:
case AG_MARRY:
case AG_PARTY:
case AG_REFINE_FAIL:
case AG_REFINE_SUCCESS:
if (!ad->condition)
return false;
if (!achievement_check_condition(ad->condition, sd, current_count)) // Parameters weren't met
return false;
changed = true;
complete = true;
break;
case AG_SPEND_ZENY:
//case AG_CHAT: // No information on trigger events
if (ad->targets.empty() || !ad->condition)
return false;
//if (group == AG_CHAT) {
// if (ad->mapindex > -1 && sd->bl.m != ad->mapindex)
// return false;
//}
for (const auto &it : ad->targets) {
if (current_count[it.first] < it.second->count)
current_count[it.first] += update_count[it.first];
}
if (!achievement_check_condition(ad->condition, sd, current_count)) // Parameters weren't met
return false;
changed = true;
if (std::find_if(ad->targets.begin(), ad->targets.end(),
[current_count](const std::pair<uint16, std::shared_ptr<achievement_target>> &target) -> bool {
return current_count[target.first] < target.second->count;
}
) == ad->targets.end())
complete = true;
break;
case AG_BATTLE:
case AG_TAMING:
if (ad->targets.empty())
return false;
for (const auto &it : ad->targets) {
if (it.second->mob == update_count[0] && current_count[it.first] < it.second->count) { // Here update_count[0] contains the killed/tamed monster ID
current_count[it.first]++;
changed = true;
}
}
if (!changed)
return false;
if (std::find_if(ad->targets.begin(), ad->targets.end(),
[current_count](const std::pair<uint16, std::shared_ptr<achievement_target>> &target) -> bool {
return current_count[target.first] < target.second->count;
}
) == ad->targets.end())
complete = true;
break;
}
if (isNew) {
if (!(entry = achievement_add(sd, ad->achievement_id)))
return false; // Failed to add achievement
}
if (changed) {
memcpy(entry->count, current_count.data(), sizeof(current_count));
achievement_update_achievement(sd, ad->achievement_id, complete);
}
return true;
}
/**
* Update achievement objective count.
* @param sd: Player data
* @param group: Achievement enum type
* @param sp_value: SP parameter value
* @param arg_count: va_arg count
*/
void achievement_update_objective(struct map_session_data *sd, enum e_achievement_group group, uint8 arg_count, ...)
{
if (!battle_config.feature_achievement)
return;
if (sd) {
va_list ap;
std::array<int, MAX_ACHIEVEMENT_OBJECTIVES> count = {};
va_start(ap, arg_count);
for (int i = 0; i < arg_count; i++){
std::string name = "ARG" + std::to_string(i);
count[i] = va_arg(ap, int);
pc_setglobalreg( sd, add_str( name.c_str() ), (int)count[i] );
}
va_end(ap);
switch(group) {
case AG_CHAT: //! TODO: Not sure how this works officially
case AG_GOAL_ACHIEVE:
// These have no objective use.
break;
default:
for (auto &ach : achievement_db)
achievement_update_objectives(sd, ach.second, group, count);
break;
}
// Remove variables that might have been set
for (int i = 0; i < arg_count; i++){
std::string name = "ARG" + std::to_string(i);
pc_setglobalreg( sd, add_str( name.c_str() ), 0 );
}
}
}
/**
* Loads achievements from the achievement db.
*/
void achievement_read_db(void)
{
achievement_db.load();
for (auto &achit : achievement_db) {
const auto ach = achit.second;
for (int i = 0; i < ach->dependent_ids.size(); i++) {
if (!achievement_db.exists(ach->dependent_ids[i])) {
ShowWarning("achievement_read_db: An invalid Dependent ID %d was given for Achievement %d. Removing from list.\n", ach->dependent_ids[i], ach->achievement_id);
ach->dependent_ids.erase(ach->dependent_ids.begin() + i);
}
}
}
}
/**
* Reloads the achievement database
*/
void achievement_db_reload(void)
{
if (!battle_config.feature_achievement)
return;
do_final_achievement();
do_init_achievement();
}
/**
* Initializes the achievement database
*/
void do_init_achievement(void)
{
if (!battle_config.feature_achievement)
return;
achievement_read_db();
}
/**
* Finalizes the achievement database
*/
void do_final_achievement(void){
achievement_db.clear();
}
/**
* Achievement constructor
*/
s_achievement_db::s_achievement_db()
: achievement_id(0)
, name("")
, group()
, targets()
, dependent_ids()
, condition(nullptr)
, mapindex(0)
, rewards()
, score(0)
, has_dependent(0)
{}
/**
* Achievement deconstructor
*/
s_achievement_db::~s_achievement_db()
{
if (condition)
script_free_code(condition);
}
/**
* Achievement reward constructor
*/
s_achievement_db::ach_reward::ach_reward()
: nameid(0)
, amount(0)
, script(nullptr)
, title_id(0)
{}
/**
* Achievement reward deconstructor
*/
s_achievement_db::ach_reward::~ach_reward()
{
if (script)
script_free_code(script);
}