Core/Conditions: Add new CONDITION_PET_TYPE (45). Matches target player's pet against specified (value1) bitmask.

(cherry picked from commit e9d4bbc74e)
This commit is contained in:
treeston
2016-08-06 20:20:07 +02:00
committed by joschiwald
parent 12b58eae40
commit d2b5af3a52
2 changed files with 22 additions and 2 deletions

View File

@@ -23,6 +23,7 @@
#include "InstanceScript.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "Pet.h"
#include "ReputationMgr.h"
#include "ScriptedCreature.h"
#include "ScriptMgr.h"
@@ -106,7 +107,8 @@ ConditionMgr::ConditionTypeInfo const ConditionMgr::StaticConditionTypeData[COND
{ "Terrain Swap", true, false, false },
{ "Sit/stand state", true, true, false },
{ "Daily Quest Completed",true, false, false },
{ "Charmed", false, false, false }
{ "Charmed", false, false, false },
{ "Pet type", true, false, false }
};
// Checks if object meets the condition
@@ -468,6 +470,13 @@ bool Condition::Meets(ConditionSourceInfo& sourceInfo) const
condMeets = unit->IsCharmed();
break;
}
case CONDITION_PET_TYPE:
{
if (Player* player = object->ToPlayer())
if (Pet* pet = player->GetPet())
condMeets = (((1 << pet->getPetType()) & ConditionValue1) != 0);
break;
}
default:
condMeets = false;
break;
@@ -655,6 +664,9 @@ uint32 Condition::GetSearcherTypeMaskForCondition() const
case CONDITION_CHARMED:
mask |= GRID_MAP_TYPE_MASK_CREATURE | GRID_MAP_TYPE_MASK_PLAYER;
break;
case CONDITION_PET_TYPE:
mask |= GRID_MAP_TYPE_MASK_PLAYER;
break;
default:
ASSERT(false && "Condition::GetSearcherTypeMaskForCondition - missing condition handling!");
break;
@@ -2266,6 +2278,13 @@ bool ConditionMgr::isConditionTypeValid(Condition* cond) const
}
break;
}
case CONDITION_PET_TYPE:
if (cond->ConditionValue1 >= (1 << MAX_PET_TYPE))
{
TC_LOG_ERROR("sql.sql", "%s has non-existing pet type %u, skipped.", cond->ToString(true).c_str(), cond->ConditionValue1);
return false;
}
break;
case CONDITION_IN_WATER:
case CONDITION_CHARMED:
default:

View File

@@ -93,7 +93,8 @@ enum ConditionTypes
CONDITION_STAND_STATE = 42, // stateType state 0 true if unit matches specified sitstate (0,x: has exactly state x; 1,0: any standing state; 1,1: any sitting state;)
CONDITION_DAILY_QUEST_DONE = 43, // quest id 0 0 true if daily quest has been completed for the day
CONDITION_CHARMED = 44, // 0 0 0 true if unit is currently charmed
CONDITION_MAX = 45 // MAX
CONDITION_PET_TYPE = 45, // mask 0 0 true if player has a pet of given type(s)
CONDITION_MAX = 46 // MAX
};
/*! Documentation on implementing a new ConditionSourceType: