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-rw-r--r--src/server/game/Conditions/ConditionMgr.cpp16
-rw-r--r--src/server/game/Conditions/ConditionMgr.h3
2 files changed, 15 insertions, 4 deletions
diff --git a/src/server/game/Conditions/ConditionMgr.cpp b/src/server/game/Conditions/ConditionMgr.cpp
index c16321470a4..5a232b6add1 100644
--- a/src/server/game/Conditions/ConditionMgr.cpp
+++ b/src/server/game/Conditions/ConditionMgr.cpp
@@ -105,7 +105,8 @@ ConditionMgr::ConditionTypeInfo const ConditionMgr::StaticConditionTypeData[COND
{ "In Water", false, false, false },
{ "Terrain Swap", true, false, false },
{ "Sit/stand state", true, true, false },
- { "Daily Quest Completed",true, false, false }
+ { "Daily Quest Completed",true, false, false },
+ { "Charmed", false, false, false }
};
// Checks if object meets the condition
@@ -461,6 +462,12 @@ bool Condition::Meets(ConditionSourceInfo& sourceInfo) const
condMeets = player->IsDailyQuestDone(ConditionValue1);
break;
}
+ case CONDITION_CHARMED:
+ {
+ if (Unit* unit = object->ToUnit())
+ condMeets = unit->IsCharmed();
+ break;
+ }
default:
condMeets = false;
break;
@@ -645,6 +652,9 @@ uint32 Condition::GetSearcherTypeMaskForCondition() const
case CONDITION_DAILY_QUEST_DONE:
mask |= GRID_MAP_TYPE_MASK_PLAYER;
break;
+ case CONDITION_CHARMED:
+ mask |= GRID_MAP_TYPE_MASK_CREATURE | GRID_MAP_TYPE_MASK_PLAYER;
+ break;
default:
ASSERT(false && "Condition::GetSearcherTypeMaskForCondition - missing condition handling!");
break;
@@ -2234,8 +2244,6 @@ bool ConditionMgr::isConditionTypeValid(Condition* cond) const
}
break;
}
- case CONDITION_IN_WATER:
- break;
case CONDITION_STAND_STATE:
{
bool valid = false;
@@ -2258,6 +2266,8 @@ bool ConditionMgr::isConditionTypeValid(Condition* cond) const
}
break;
}
+ case CONDITION_IN_WATER:
+ case CONDITION_CHARMED:
default:
break;
}
diff --git a/src/server/game/Conditions/ConditionMgr.h b/src/server/game/Conditions/ConditionMgr.h
index 7f369463361..04c0e13ebec 100644
--- a/src/server/game/Conditions/ConditionMgr.h
+++ b/src/server/game/Conditions/ConditionMgr.h
@@ -92,7 +92,8 @@ enum ConditionTypes
CONDITION_TERRAIN_SWAP = 41, // terrainSwap 0 0 true if object is in terrainswap
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_MAX = 44 // MAX
+ CONDITION_CHARMED = 44, // 0 0 0 true if unit is currently charmed
+ CONDITION_MAX = 45 // MAX
};
/*! Documentation on implementing a new ConditionSourceType: