/*
* Copyright (C) 2008-2011 TrinityCore
* Copyright (C) 2005-2009 MaNGOS
*
* 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, see .
*/
#include "Player.h"
#include "SpellAuras.h"
#include "SpellMgr.h"
#include "GameEventMgr.h"
#include "ObjectMgr.h"
#include "InstanceScript.h"
#include "ConditionMgr.h"
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
// Checks if player meets the condition
// Can have CONDITION_SOURCE_TYPE_NONE && !mReferenceId if called from a special event (ie: eventAI)
bool Condition::Meets(Player* player, Unit* invoker)
{
if (!player)
{
sLog->outDebug(LOG_FILTER_CONDITIONSYS, "Condition player not found");
return false; // player not present, return false
}
uint32 refId = mConditionValue3;//value 3 can be a 'quick' reference
bool condMeets = false;
bool sendErrorMsg = false;
switch (mConditionType)
{
case CONDITION_NONE:
condMeets = true; // empty condition, always met
break;
case CONDITION_AURA:
refId = 0;
if (!mConditionValue3)
condMeets = player->HasAuraEffect(mConditionValue1, mConditionValue2);
else if (Unit* target = player->GetSelectedUnit())
condMeets = target->HasAuraEffect(mConditionValue1, mConditionValue2);
break;
case CONDITION_ITEM:
condMeets = (mConditionValue2 && player->HasItemCount(mConditionValue1, mConditionValue2)) || (!mConditionValue2 && !player->HasItemCount(mConditionValue1, mConditionValue2));//HasItemCount returns false if 0 count is used
break;
case CONDITION_ITEM_EQUIPPED:
condMeets = player->HasItemOrGemWithIdEquipped(mConditionValue1, 1);
break;
case CONDITION_ZONEID:
condMeets = player->GetZoneId() == mConditionValue1;
break;
case CONDITION_REPUTATION_RANK:
{
if (FactionEntry const* faction = sFactionStore.LookupEntry(mConditionValue1))
condMeets = uint32(player->GetReputationMgr().GetRank(faction)) == mConditionValue2;
break;
}
case CONDITION_ACHIEVEMENT:
{
AchievementEntry const* achievement = GetAchievementStore()->LookupEntry(mConditionValue1);
condMeets = player->GetAchievementMgr().HasAchieved(achievement);
break;
}
case CONDITION_TEAM:
condMeets = player->GetTeam() == mConditionValue1;
break;
case CONDITION_CLASS:
condMeets = player->getClass() == mConditionValue1;
break;
case CONDITION_RACE:
condMeets = player->getRace() == mConditionValue1;
break;
case CONDITION_SKILL:
condMeets = player->HasSkill(mConditionValue1) && player->GetBaseSkillValue(mConditionValue1) >= mConditionValue2;
break;
case CONDITION_QUESTREWARDED:
condMeets = (player->GetQuestRewardStatus(mConditionValue1) == !mConditionValue2);
break;
case CONDITION_QUESTTAKEN:
{
QuestStatus status = player->GetQuestStatus(mConditionValue1);
condMeets = ((status == QUEST_STATUS_INCOMPLETE) == !mConditionValue2);
break;
}
case CONDITION_QUEST_COMPLETE:
{
QuestStatus status = player->GetQuestStatus(mConditionValue1);
condMeets = ((status == QUEST_STATUS_COMPLETE && !player->GetQuestRewardStatus(mConditionValue1)) == !mConditionValue2);
break;
}
case CONDITION_QUEST_NONE:
{
QuestStatus status = player->GetQuestStatus(mConditionValue1);
condMeets = ((status == QUEST_STATUS_NONE) == !mConditionValue2);
break;
}
case CONDITION_NO_AURA:
condMeets = !player->HasAuraEffect(mConditionValue1, mConditionValue2);
break;
case CONDITION_ACTIVE_EVENT:
condMeets = sGameEventMgr->IsActiveEvent(mConditionValue1);
break;
case CONDITION_INSTANCE_DATA:
{
Map *map = player->GetMap();
if (map && map->IsDungeon() && ((InstanceMap*)map)->GetInstanceScript())
condMeets = ((InstanceMap*)map)->GetInstanceScript()->GetData(mConditionValue1) == mConditionValue2;
break;
}
case CONDITION_SPELL_SCRIPT_TARGET:
condMeets = true;//spell target condition is handled in spellsystem, here it is always true
refId = 0;//cant have references! use CONDITION_SOURCE_TYPE_SPELL for it
break;
case CONDITION_CREATURE_TARGET:
{
Unit* target = player->GetSelectedUnit();
if (target)
if (Creature* cTarget = target->ToCreature())
if (cTarget->GetEntry() == mConditionValue1)
condMeets = true;
break;
}
case CONDITION_TARGET_HEALTH_BELOW_PCT:
{
Unit* target = player->GetSelectedUnit();
if (target)
condMeets = !target->HealthAbovePct(mConditionValue1);
break;
}
case CONDITION_TARGET_RANGE:
{
if (Unit* target = player->GetSelectedUnit())
if (player->GetDistance(target) >= mConditionValue1 && (!mConditionValue2 || player->GetDistance(target) <= mConditionValue2))
condMeets = true;
break;
}
case CONDITION_MAPID:
condMeets = player->GetMapId() == mConditionValue1;
break;
case CONDITION_AREAID:
condMeets = player->GetAreaId() == mConditionValue1;
break;
case CONDITION_ITEM_TARGET:
{
condMeets = true;//handled in Item::IsTargetValidForItemUse
refId = 0;//cant have references for now
break;
}
case CONDITION_SPELL:
if (mConditionValue2 == 1)
condMeets = player->HasSpell(mConditionValue1);
else
condMeets = !player->HasSpell(mConditionValue1);
break;
case CONDITION_NOITEM:
condMeets = !player->HasItemCount(mConditionValue1, 1, mConditionValue2 ? true : false);
break;
case CONDITION_LEVEL:
{
switch (mConditionValue2)
{
case LVL_COND_EQ:
condMeets = player->getLevel() == mConditionValue1;
break;
case LVL_COND_HIGH:
condMeets = player->getLevel() > mConditionValue1;
break;
case LVL_COND_LOW:
condMeets = player->getLevel() < mConditionValue1;
break;
case LVL_COND_HIGH_EQ:
condMeets = player->getLevel() >= mConditionValue1;
break;
case LVL_COND_LOW_EQ:
condMeets = player->getLevel() <= mConditionValue1;
break;
}
break;
}
case CONDITION_DRUNKENSTATE:
{
condMeets = (uint32)Player::GetDrunkenstateByValue(player->GetDrunkValue()) >= mConditionValue1;
break;
}
case CONDITION_NEAR_CREATURE:
{
condMeets = GetClosestCreatureWithEntry(player, mConditionValue1, (float)mConditionValue2) ? true : false;
break;
}
case CONDITION_NEAR_GAMEOBJECT:
{
condMeets = GetClosestGameObjectWithEntry(player, mConditionValue1, (float)mConditionValue2) ? true : false;
break;
}
default:
condMeets = false;
refId = 0;
break;
}
switch (mSourceType)
{
case CONDITION_SOURCE_TYPE_SPELL_SCRIPT_TARGET:
case CONDITION_SOURCE_TYPE_SPELL:
sendErrorMsg = true;
break;
default:
break;
}
bool refMeets = false;
if (condMeets && refId)//only have to check references if 'this' is met
{
ConditionList ref = sConditionMgr->GetConditionReferences(refId);
refMeets = sConditionMgr->IsPlayerMeetToConditions(player, ref);
}
else
refMeets = true;
if (sendErrorMsg && ErrorTextd && (!condMeets || !refMeets))//send special error from DB
player->m_ConditionErrorMsgId = ErrorTextd;
bool script = sScriptMgr->OnConditionCheck(this, player, invoker); // Returns true by default.
return condMeets && refMeets && script;
}
ConditionMgr::ConditionMgr()
{
}
ConditionMgr::~ConditionMgr()
{
Clean();
}
ConditionList ConditionMgr::GetConditionReferences(uint32 refId)
{
ConditionList conditions;
ConditionReferenceMap::const_iterator ref = m_ConditionReferenceMap.find(refId);
if (ref != m_ConditionReferenceMap.end())
conditions = (*ref).second;
return conditions;
}
bool ConditionMgr::IsPlayerMeetToConditionList(Player* player, ConditionList const& conditions, Unit* invoker /*= NULL*/)
{
std::map ElseGroupMap;
for (ConditionList::const_iterator i = conditions.begin(); i != conditions.end(); ++i)
{
sLog->outDebug(LOG_FILTER_CONDITIONSYS, "ConditionMgr::IsPlayerMeetToConditionList condType: %u val1: %u", (*i)->mConditionType, (*i)->mConditionValue1);
if ((*i)->isLoaded())
{
std::map::const_iterator itr = ElseGroupMap.find((*i)->mElseGroup);
if (itr == ElseGroupMap.end())
ElseGroupMap[(*i)->mElseGroup] = true;
else if (!(*itr).second)
continue;
if ((*i)->mReferenceId)//handle reference
{
ConditionReferenceMap::const_iterator ref = m_ConditionReferenceMap.find((*i)->mReferenceId);
if (ref != m_ConditionReferenceMap.end())
{
if (!IsPlayerMeetToConditionList(player, (*ref).second, invoker))
ElseGroupMap[(*i)->mElseGroup] = false;
}
else
{
sLog->outDebug(LOG_FILTER_CONDITIONSYS, "IsPlayerMeetToConditionList: Reference template -%u not found",
(*i)->mReferenceId);//checked at loading, should never happen
}
}
else //handle normal condition
{
if (!(*i)->Meets(player, invoker))
ElseGroupMap[(*i)->mElseGroup] = false;
}
}
}
for (std::map::const_iterator i = ElseGroupMap.begin(); i != ElseGroupMap.end(); ++i)
if (i->second)
return true;
return false;
}
bool ConditionMgr::IsPlayerMeetToConditions(Player* player, ConditionList const& conditions, Unit* invoker /*= NULL*/)
{
if (conditions.empty())
return true;
if (player)
player->m_ConditionErrorMsgId = 0;
sLog->outDebug(LOG_FILTER_CONDITIONSYS, "ConditionMgr::IsPlayerMeetToConditions");
bool result = IsPlayerMeetToConditionList(player, conditions, invoker);
if (player && player->m_ConditionErrorMsgId && player->GetSession() && !result)
player->GetSession()->SendNotification(player->m_ConditionErrorMsgId); //m_ConditionErrorMsgId is set only if a condition was not met
return result;
}
ConditionList ConditionMgr::GetConditionsForNotGroupedEntry(ConditionSourceType sType, uint32 uEntry)
{
ConditionList spellCond;
if (sType > CONDITION_SOURCE_TYPE_NONE && sType < CONDITION_SOURCE_TYPE_MAX)
{
ConditionMap::const_iterator itr = m_ConditionMap.find(sType);
if (itr != m_ConditionMap.end())
{
ConditionTypeMap::const_iterator i = (*itr).second.find(uEntry);
if (i != (*itr).second.end())
{
spellCond = (*i).second;
sLog->outDebug(LOG_FILTER_CONDITIONSYS, "GetConditionsForNotGroupedEntry: found conditions for type %u and entry %u", uint32(sType), uEntry);
}
}
}
return spellCond;
}
ConditionList ConditionMgr::GetConditionsForVehicleSpell(uint32 creatureID, uint32 spellID)
{
ConditionList cond;
VehicleSpellConditionMap::const_iterator itr = m_VehicleSpellConditions.find(creatureID);
if (itr != m_VehicleSpellConditions.end())
{
ConditionTypeMap::const_iterator i = (*itr).second.find(spellID);
if (i != (*itr).second.end())
{
cond = (*i).second;
sLog->outDebug(LOG_FILTER_CONDITIONSYS, "GetConditionsForVehicleSpell: found conditions for Vehicle entry %u spell %u", creatureID, spellID);
}
}
return cond;
}
void ConditionMgr::LoadConditions(bool isReload)
{
uint32 oldMSTime = getMSTime();
Clean();
//must clear all custom handled cases (groupped types) before reload
if (isReload)
{
sLog->outString("Reseting Loot Conditions...");
LootTemplates_Creature.ResetConditions();
LootTemplates_Fishing.ResetConditions();
LootTemplates_Gameobject.ResetConditions();
LootTemplates_Item.ResetConditions();
LootTemplates_Mail.ResetConditions();
LootTemplates_Milling.ResetConditions();
LootTemplates_Pickpocketing.ResetConditions();
LootTemplates_Reference.ResetConditions();
LootTemplates_Skinning.ResetConditions();
LootTemplates_Disenchant.ResetConditions();
LootTemplates_Prospecting.ResetConditions();
LootTemplates_Spell.ResetConditions();
sLog->outString("Re-Loading `gossip_menu` Table for Conditions!");
sObjectMgr->LoadGossipMenu();
sLog->outString("Re-Loading `gossip_menu_option` Table for Conditions!");
sObjectMgr->LoadGossipMenuItems();
}
QueryResult result = WorldDatabase.Query("SELECT SourceTypeOrReferenceId, SourceGroup, SourceEntry, ElseGroup, ConditionTypeOrReference, "
" ConditionValue1, ConditionValue2, ConditionValue3, ErrorTextId, ScriptName FROM conditions");
if (!result)
{
sLog->outErrorDb(">> Loaded 0 conditions. DB table `groups` is empty!");
sLog->outString();
return;
}
uint32 count = 0;
do
{
Field *fields = result->Fetch();
Condition* cond = new Condition();
int32 iSourceTypeOrReferenceId = fields[0].GetInt32();
cond->mSourceGroup = fields[1].GetUInt32();
cond->mSourceEntry = fields[2].GetUInt32();
cond->mElseGroup = fields[3].GetUInt32();
int32 iConditionTypeOrReference = fields[4].GetInt32();
cond->mConditionValue1 = fields[5].GetUInt32();
cond->mConditionValue2 = fields[6].GetUInt32();
cond->mConditionValue3 = fields[7].GetUInt32();
cond->ErrorTextd = fields[8].GetUInt32();
cond->mScriptId = sObjectMgr->GetScriptId(fields[9].GetCString());
if (iConditionTypeOrReference >= 0)
cond->mConditionType = ConditionType(iConditionTypeOrReference);
if (iConditionTypeOrReference < 0)//it has a reference
{
if (iConditionTypeOrReference == iSourceTypeOrReferenceId)//self referencing, skip
{
sLog->outErrorDb("Condition reference %i is referencing self, skipped", iSourceTypeOrReferenceId);
delete cond;
continue;
}
cond->mReferenceId = uint32(abs(iConditionTypeOrReference));
const char* rowType = "reference template";
if (iSourceTypeOrReferenceId >= 0)
rowType = "reference";
//check for useless data
if (cond->mConditionValue1)
sLog->outErrorDb("Condition %s %i has useless data in value1 (%u)!", rowType, iSourceTypeOrReferenceId, cond->mConditionValue1);
if (cond->mConditionValue2)
sLog->outErrorDb("Condition %s %i has useless data in value2 (%u)!", rowType, iSourceTypeOrReferenceId, cond->mConditionValue2);
if (cond->mConditionValue3)
sLog->outErrorDb("Condition %s %i has useless data in value3 (%u)!", rowType, iSourceTypeOrReferenceId, cond->mConditionValue3);
if (cond->mSourceGroup && iSourceTypeOrReferenceId < 0)
sLog->outErrorDb("Condition %s %i has useless data in SourceGroup (%u)!", rowType, iSourceTypeOrReferenceId, cond->mSourceGroup);
if (cond->mSourceEntry && iSourceTypeOrReferenceId < 0)
sLog->outErrorDb("Condition %s %i has useless data in SourceEntry (%u)!", rowType, iSourceTypeOrReferenceId, cond->mSourceEntry);
}
else if (!isConditionTypeValid(cond))//doesn't have reference, validate ConditionType
{
delete cond;
continue;
}
if (iSourceTypeOrReferenceId < 0)//it is a reference template
{
uint32 uRefId = abs(iSourceTypeOrReferenceId);
if (m_ConditionReferenceMap.find(uRefId) == m_ConditionReferenceMap.end())//make sure we have a list for our conditions, based on reference id
{
ConditionList mCondList;
m_ConditionReferenceMap[uRefId] = mCondList;
}
m_ConditionReferenceMap[uRefId].push_back(cond);//add to reference storage
count++;
continue;
}//end of reference templates
cond->mSourceType = ConditionSourceType(iSourceTypeOrReferenceId);
//if not a reference and SourceType is invalid, skip
if (iConditionTypeOrReference >= 0 && !isSourceTypeValid(cond))
{
delete cond;
continue;
}
//Grouping is only allowed for some types (loot templates, gossip menus, gossip items)
if (cond->mSourceGroup && !isGroupable(cond->mSourceType))
{
sLog->outErrorDb("Condition type %u has not allowed grouping %u!", uint32(cond->mSourceType), cond->mSourceGroup);
delete cond;
continue;
}
else if (cond->mSourceGroup)
{
bool bIsDone = false;
//handle grouped conditions
switch (cond->mSourceType)
{
case CONDITION_SOURCE_TYPE_CREATURE_LOOT_TEMPLATE:
bIsDone = addToLootTemplate(cond, LootTemplates_Creature.GetLootForConditionFill(cond->mSourceGroup));
break;
case CONDITION_SOURCE_TYPE_DISENCHANT_LOOT_TEMPLATE:
bIsDone = addToLootTemplate(cond, LootTemplates_Disenchant.GetLootForConditionFill(cond->mSourceGroup));
break;
case CONDITION_SOURCE_TYPE_FISHING_LOOT_TEMPLATE:
bIsDone = addToLootTemplate(cond, LootTemplates_Fishing.GetLootForConditionFill(cond->mSourceGroup));
break;
case CONDITION_SOURCE_TYPE_GAMEOBJECT_LOOT_TEMPLATE:
bIsDone = addToLootTemplate(cond, LootTemplates_Gameobject.GetLootForConditionFill(cond->mSourceGroup));
break;
case CONDITION_SOURCE_TYPE_ITEM_LOOT_TEMPLATE:
bIsDone = addToLootTemplate(cond, LootTemplates_Item.GetLootForConditionFill(cond->mSourceGroup));
break;
case CONDITION_SOURCE_TYPE_MAIL_LOOT_TEMPLATE:
bIsDone = addToLootTemplate(cond, LootTemplates_Mail.GetLootForConditionFill(cond->mSourceGroup));
break;
case CONDITION_SOURCE_TYPE_MILLING_LOOT_TEMPLATE:
bIsDone = addToLootTemplate(cond, LootTemplates_Milling.GetLootForConditionFill(cond->mSourceGroup));
break;
case CONDITION_SOURCE_TYPE_PICKPOCKETING_LOOT_TEMPLATE:
bIsDone = addToLootTemplate(cond, LootTemplates_Pickpocketing.GetLootForConditionFill(cond->mSourceGroup));
break;
case CONDITION_SOURCE_TYPE_PROSPECTING_LOOT_TEMPLATE:
bIsDone = addToLootTemplate(cond, LootTemplates_Prospecting.GetLootForConditionFill(cond->mSourceGroup));
break;
case CONDITION_SOURCE_TYPE_REFERENCE_LOOT_TEMPLATE:
bIsDone = addToLootTemplate(cond, LootTemplates_Reference.GetLootForConditionFill(cond->mSourceGroup));
break;
case CONDITION_SOURCE_TYPE_SKINNING_LOOT_TEMPLATE:
bIsDone = addToLootTemplate(cond, LootTemplates_Skinning.GetLootForConditionFill(cond->mSourceGroup));
break;
case CONDITION_SOURCE_TYPE_SPELL_LOOT_TEMPLATE:
bIsDone = addToLootTemplate(cond, LootTemplates_Spell.GetLootForConditionFill(cond->mSourceGroup));
break;
case CONDITION_SOURCE_TYPE_GOSSIP_MENU:
bIsDone = addToGossipMenus(cond);
break;
case CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION:
bIsDone = addToGossipMenuItems(cond);
break;
case CONDITION_SOURCE_TYPE_VEHICLE_SPELL:
{
//if no list for vehicle create one
if (m_VehicleSpellConditions.find(cond->mSourceGroup) == m_VehicleSpellConditions.end())
{
ConditionTypeMap cmap;
m_VehicleSpellConditions[cond->mSourceGroup] = cmap;
}
//if no list for vehicle's spell create one
if (m_VehicleSpellConditions[cond->mSourceGroup].find(cond->mSourceEntry) == m_VehicleSpellConditions[cond->mSourceGroup].end())
{
ConditionList clist;
m_VehicleSpellConditions[cond->mSourceGroup][cond->mSourceEntry] = clist;
}
m_VehicleSpellConditions[cond->mSourceGroup][cond->mSourceEntry].push_back(cond);
bIsDone = true;
++count;
continue; // do not add to m_AllocatedMemory to avoid double deleting
}
default:
break;
}
if (!bIsDone)
{
sLog->outErrorDb("Not handled grouped condition, SourceGroup %u", cond->mSourceGroup);
delete cond;
}
else
{
m_AllocatedMemory.push_back(cond);
++count;
}
continue;
}
//handle not grouped conditions
//make sure we have a storage list for our SourceType
if (m_ConditionMap.find(cond->mSourceType) == m_ConditionMap.end())
{
ConditionTypeMap mTypeMap;
m_ConditionMap[cond->mSourceType] = mTypeMap;//add new empty list for SourceType
}
//make sure we have a condition list for our SourceType's entry
if (m_ConditionMap[cond->mSourceType].find(cond->mSourceEntry) == m_ConditionMap[cond->mSourceType].end())
{
ConditionList mCondList;
m_ConditionMap[cond->mSourceType][cond->mSourceEntry] = mCondList;
}
//add new Condition to storage based on Type/Entry
m_ConditionMap[cond->mSourceType][cond->mSourceEntry].push_back(cond);
++count;
}
while (result->NextRow());
sLog->outString(">> Loaded %u conditions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
}
bool ConditionMgr::addToLootTemplate(Condition* cond, LootTemplate* loot)
{
if (!loot)
{
sLog->outErrorDb("ConditionMgr: LootTemplate %u not found", cond->mSourceGroup);
return false;
}
if (loot->addConditionItem(cond))
return true;
sLog->outErrorDb("ConditionMgr: Item %u not found in LootTemplate %u", cond->mSourceEntry, cond->mSourceGroup);
return false;
}
bool ConditionMgr::addToGossipMenus(Condition* cond)
{
GossipMenusMapBoundsNonConst pMenuBounds = sObjectMgr->GetGossipMenusMapBoundsNonConst(cond->mSourceGroup);
if (pMenuBounds.first != pMenuBounds.second)
{
for (GossipMenusMap::iterator itr = pMenuBounds.first; itr != pMenuBounds.second; ++itr)
{
if ((*itr).second.entry == cond->mSourceGroup && (*itr).second.text_id == cond->mSourceEntry)
{
(*itr).second.conditions.push_back(cond);
return true;
}
}
}
sLog->outErrorDb("addToGossipMenus: GossipMenu %u not found", cond->mSourceGroup);
return false;
}
bool ConditionMgr::addToGossipMenuItems(Condition* cond)
{
GossipMenuItemsMapBoundsNonConst pMenuItemBounds = sObjectMgr->GetGossipMenuItemsMapBoundsNonConst(cond->mSourceGroup);
if (pMenuItemBounds.first != pMenuItemBounds.second)
{
for (GossipMenuItemsMap::iterator itr = pMenuItemBounds.first; itr != pMenuItemBounds.second; ++itr)
{
if ((*itr).second.MenuId == cond->mSourceGroup && (*itr).second.OptionIndex == cond->mSourceEntry)
{
(*itr).second.Conditions.push_back(cond);
return true;
}
}
}
sLog->outErrorDb("addToGossipMenuItems: GossipMenuId %u Item %u not found", cond->mSourceGroup, cond->mSourceEntry);
return false;
}
bool ConditionMgr::isSourceTypeValid(Condition* cond)
{
if (cond->mSourceType == CONDITION_SOURCE_TYPE_NONE || cond->mSourceType >= CONDITION_SOURCE_TYPE_MAX)
{
sLog->outErrorDb("Invalid ConditionSourceType %u in `condition` table, ignoring.", uint32(cond->mSourceType));
return false;
}
switch (cond->mSourceType)
{
case CONDITION_SOURCE_TYPE_CREATURE_LOOT_TEMPLATE:
{
if (!LootTemplates_Creature.HaveLootFor(cond->mSourceGroup))
{
sLog->outErrorDb("SourceGroup %u in `condition` table, does not exist in `creature_loot_template`, ignoring.", cond->mSourceGroup);
return false;
}
LootTemplate* loot = LootTemplates_Creature.GetLootForConditionFill(cond->mSourceGroup);
ItemTemplate const* pItemProto = sObjectMgr->GetItemTemplate(cond->mSourceEntry);
if (!pItemProto && !loot->isReference(cond->mSourceEntry))
{
sLog->outErrorDb("SourceType %u, SourceEntry %u in `condition` table, does not exist in `item_template`, ignoring.", cond->mSourceType, cond->mSourceEntry);
return false;
}
break;
}
case CONDITION_SOURCE_TYPE_DISENCHANT_LOOT_TEMPLATE:
{
if (!LootTemplates_Disenchant.HaveLootFor(cond->mSourceGroup))
{
sLog->outErrorDb("SourceGroup %u in `condition` table, does not exist in `disenchant_loot_template`, ignoring.", cond->mSourceGroup);
return false;
}
LootTemplate* loot = LootTemplates_Disenchant.GetLootForConditionFill(cond->mSourceGroup);
ItemTemplate const* pItemProto = sObjectMgr->GetItemTemplate(cond->mSourceEntry);
if (!pItemProto && !loot->isReference(cond->mSourceEntry))
{
sLog->outErrorDb("SourceType %u, SourceEntry %u in `condition` table, does not exist in `item_template`, ignoring.", cond->mSourceType, cond->mSourceEntry);
return false;
}
break;
}
case CONDITION_SOURCE_TYPE_FISHING_LOOT_TEMPLATE:
{
if (!LootTemplates_Fishing.HaveLootFor(cond->mSourceGroup))
{
sLog->outErrorDb("SourceGroup %u in `condition` table, does not exist in `fishing_loot_template`, ignoring.", cond->mSourceGroup);
return false;
}
LootTemplate* loot = LootTemplates_Fishing.GetLootForConditionFill(cond->mSourceGroup);
ItemTemplate const* pItemProto = sObjectMgr->GetItemTemplate(cond->mSourceEntry);
if (!pItemProto && !loot->isReference(cond->mSourceEntry))
{
sLog->outErrorDb("SourceType %u, SourceEntry %u in `condition` table, does not exist in `item_template`, ignoring.", cond->mSourceType, cond->mSourceEntry);
return false;
}
break;
}
case CONDITION_SOURCE_TYPE_GAMEOBJECT_LOOT_TEMPLATE:
{
if (!LootTemplates_Gameobject.HaveLootFor(cond->mSourceGroup))
{
sLog->outErrorDb("SourceGroup %u in `condition` table, does not exist in `gameobject_loot_template`, ignoring.", cond->mSourceGroup);
return false;
}
LootTemplate* loot = LootTemplates_Gameobject.GetLootForConditionFill(cond->mSourceGroup);
ItemTemplate const* pItemProto = sObjectMgr->GetItemTemplate(cond->mSourceEntry);
if (!pItemProto && !loot->isReference(cond->mSourceEntry))
{
sLog->outErrorDb("SourceType %u, SourceEntry %u in `condition` table, does not exist in `item_template`, ignoring.", cond->mSourceType, cond->mSourceEntry);
return false;
}
break;
}
case CONDITION_SOURCE_TYPE_ITEM_LOOT_TEMPLATE:
{
if (!LootTemplates_Item.HaveLootFor(cond->mSourceGroup))
{
sLog->outErrorDb("SourceGroup %u in `condition` table, does not exist in `item_loot_template`, ignoring.", cond->mSourceGroup);
return false;
}
LootTemplate* loot = LootTemplates_Item.GetLootForConditionFill(cond->mSourceGroup);
ItemTemplate const* pItemProto = sObjectMgr->GetItemTemplate(cond->mSourceEntry);
if (!pItemProto && !loot->isReference(cond->mSourceEntry))
{
sLog->outErrorDb("SourceType %u, SourceEntry %u in `condition` table, does not exist in `item_template`, ignoring.", cond->mSourceType, cond->mSourceEntry);
return false;
}
break;
}
case CONDITION_SOURCE_TYPE_MAIL_LOOT_TEMPLATE:
{
if (!LootTemplates_Mail.HaveLootFor(cond->mSourceGroup))
{
sLog->outErrorDb("SourceGroup %u in `condition` table, does not exist in `mail_loot_template`, ignoring.", cond->mSourceGroup);
return false;
}
LootTemplate* loot = LootTemplates_Mail.GetLootForConditionFill(cond->mSourceGroup);
ItemTemplate const* pItemProto = sObjectMgr->GetItemTemplate(cond->mSourceEntry);
if (!pItemProto && !loot->isReference(cond->mSourceEntry))
{
sLog->outErrorDb("SourceType %u, SourceEntry %u in `condition` table, does not exist in `item_template`, ignoring.", cond->mSourceType, cond->mSourceEntry);
return false;
}
break;
}
case CONDITION_SOURCE_TYPE_MILLING_LOOT_TEMPLATE:
{
if (!LootTemplates_Milling.HaveLootFor(cond->mSourceGroup))
{
sLog->outErrorDb("SourceGroup %u in `condition` table, does not exist in `milling_loot_template`, ignoring.", cond->mSourceGroup);
return false;
}
LootTemplate* loot = LootTemplates_Milling.GetLootForConditionFill(cond->mSourceGroup);
ItemTemplate const* pItemProto = sObjectMgr->GetItemTemplate(cond->mSourceEntry);
if (!pItemProto && !loot->isReference(cond->mSourceEntry))
{
sLog->outErrorDb("SourceType %u, SourceEntry %u in `condition` table, does not exist in `item_template`, ignoring.", cond->mSourceType, cond->mSourceEntry);
return false;
}
break;
}
case CONDITION_SOURCE_TYPE_PICKPOCKETING_LOOT_TEMPLATE:
{
if (!LootTemplates_Pickpocketing.HaveLootFor(cond->mSourceGroup))
{
sLog->outErrorDb("SourceGroup %u in `condition` table, does not exist in `pickpocketing_loot_template`, ignoring.", cond->mSourceGroup);
return false;
}
LootTemplate* loot = LootTemplates_Pickpocketing.GetLootForConditionFill(cond->mSourceGroup);
ItemTemplate const* pItemProto = sObjectMgr->GetItemTemplate(cond->mSourceEntry);
if (!pItemProto && !loot->isReference(cond->mSourceEntry))
{
sLog->outErrorDb("SourceType %u, SourceEntry %u in `condition` table, does not exist in `item_template`, ignoring.", cond->mSourceType, cond->mSourceEntry);
return false;
}
break;
}
case CONDITION_SOURCE_TYPE_PROSPECTING_LOOT_TEMPLATE:
{
if (!LootTemplates_Prospecting.HaveLootFor(cond->mSourceGroup))
{
sLog->outErrorDb("SourceGroup %u in `condition` table, does not exist in `prospecting_loot_template`, ignoring.", cond->mSourceGroup);
return false;
}
LootTemplate* loot = LootTemplates_Prospecting.GetLootForConditionFill(cond->mSourceGroup);
ItemTemplate const* pItemProto = sObjectMgr->GetItemTemplate(cond->mSourceEntry);
if (!pItemProto && !loot->isReference(cond->mSourceEntry))
{
sLog->outErrorDb("SourceType %u, SourceEntry %u in `condition` table, does not exist in `item_template`, ignoring.", cond->mSourceType, cond->mSourceEntry);
return false;
}
break;
}
case CONDITION_SOURCE_TYPE_REFERENCE_LOOT_TEMPLATE:
{
if (!LootTemplates_Reference.HaveLootFor(cond->mSourceGroup))
{
sLog->outErrorDb("SourceGroup %u in `condition` table, does not exist in `reference_loot_template`, ignoring.", cond->mSourceGroup);
return false;
}
LootTemplate* loot = LootTemplates_Reference.GetLootForConditionFill(cond->mSourceGroup);
ItemTemplate const* pItemProto = sObjectMgr->GetItemTemplate(cond->mSourceEntry);
if (!pItemProto && !loot->isReference(cond->mSourceEntry))
{
sLog->outErrorDb("SourceType %u, SourceEntry %u in `condition` table, does not exist in `item_template`, ignoring.", cond->mSourceType, cond->mSourceEntry);
return false;
}
break;
}
case CONDITION_SOURCE_TYPE_SKINNING_LOOT_TEMPLATE:
{
if (!LootTemplates_Skinning.HaveLootFor(cond->mSourceGroup))
{
sLog->outErrorDb("SourceGroup %u in `condition` table, does not exist in `skinning_loot_template`, ignoring.", cond->mSourceGroup);
return false;
}
LootTemplate* loot = LootTemplates_Skinning.GetLootForConditionFill(cond->mSourceGroup);
ItemTemplate const* pItemProto = sObjectMgr->GetItemTemplate(cond->mSourceEntry);
if (!pItemProto && !loot->isReference(cond->mSourceEntry))
{
sLog->outErrorDb("SourceType %u, SourceEntry %u in `condition` table, does not exist in `item_template`, ignoring.", cond->mSourceType, cond->mSourceEntry);
return false;
}
break;
}
case CONDITION_SOURCE_TYPE_SPELL_LOOT_TEMPLATE:
{
if (!LootTemplates_Spell.HaveLootFor(cond->mSourceGroup))
{
sLog->outErrorDb("SourceGroup %u in `condition` table, does not exist in `spell_loot_template`, ignoring.", cond->mSourceGroup);
return false;
}
LootTemplate* loot = LootTemplates_Spell.GetLootForConditionFill(cond->mSourceGroup);
ItemTemplate const* pItemProto = sObjectMgr->GetItemTemplate(cond->mSourceEntry);
if (!pItemProto && !loot->isReference(cond->mSourceEntry))
{
sLog->outErrorDb("SourceType %u, SourceEntry %u in `condition` table, does not exist in `item_template`, ignoring.", cond->mSourceType, cond->mSourceEntry);
return false;
}
break;
}
case CONDITION_SOURCE_TYPE_SPELL_SCRIPT_TARGET:
{
if (cond->mConditionType != CONDITION_SPELL_SCRIPT_TARGET)
{
sLog->outErrorDb("SourceEntry %u in `condition` table, has ConditionType %u. Only CONDITION_SPELL_SCRIPT_TARGET(18) is valid for CONDITION_SOURCE_TYPE_SPELL_SCRIPT_TARGET(14), ignoring.", cond->mSourceEntry, uint32(cond->mConditionType));
return false;
}
SpellInfo const* spellProto = sSpellMgr->GetSpellInfo(cond->mSourceEntry);
if (!spellProto)
{
sLog->outErrorDb("SourceEntry %u in `condition` table, does not exist in `spell.dbc`, ignoring.", cond->mSourceEntry);
return false;
}
bool targetfound = false;
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
if (spellProto->Effects[i].TargetA == TARGET_UNIT_AREA_ENTRY_SRC ||
spellProto->Effects[i].TargetB == TARGET_UNIT_AREA_ENTRY_SRC ||
spellProto->Effects[i].TargetA == TARGET_UNIT_AREA_ENTRY_DST ||
spellProto->Effects[i].TargetB == TARGET_UNIT_AREA_ENTRY_DST ||
spellProto->Effects[i].TargetA == TARGET_UNIT_NEARBY_ENTRY ||
spellProto->Effects[i].TargetB == TARGET_UNIT_NEARBY_ENTRY ||
spellProto->Effects[i].TargetA == TARGET_GAMEOBJECT_NEARBY_ENTRY ||
spellProto->Effects[i].TargetB == TARGET_GAMEOBJECT_NEARBY_ENTRY ||
spellProto->Effects[i].TargetA == TARGET_GAMEOBJECT_AREA_SRC ||
spellProto->Effects[i].TargetB == TARGET_GAMEOBJECT_AREA_SRC ||
spellProto->Effects[i].TargetA == TARGET_GAMEOBJECT_AREA_DST ||
spellProto->Effects[i].TargetB == TARGET_GAMEOBJECT_AREA_DST ||
spellProto->Effects[i].TargetA == TARGET_DST_NEARBY_ENTRY ||
spellProto->Effects[i].TargetB == TARGET_DST_NEARBY_ENTRY ||
spellProto->Effects[i].TargetA == TARGET_UNIT_CONE_ENTRY ||
spellProto->Effects[i].TargetB == TARGET_UNIT_CONE_ENTRY)
{
targetfound = true;
//break;
}
else if (cond->mConditionValue3 & (1 << i))
{
cond->mConditionValue3 &= ~(1 << i);
sLog->outErrorDb("SourceEntry %u in `condition` table does not have any implicit target TARGET_UNIT_NEARBY_ENTRY(38) or TARGET_DST_NEARBY_ENTRY (46)"
", TARGET_UNIT_AREA_ENTRY_SRC(7), TARGET_UNIT_AREA_ENTRY_DST(8), TARGET_UNIT_CONE_ENTRY(60), TARGET_GAMEOBJECT_NEARBY_ENTRY(40)"
"TARGET_GAMEOBJECT_AREA_SRC(51), TARGET_GAMEOBJECT_AREA_DST(52) in effect %u", cond->mSourceEntry, uint32(i));
}
}
if (!targetfound && !cond->mConditionValue3) // cond->mConditionValue3 already errored up there
{
sLog->outErrorDb("SourceEntry %u in `condition` table does not have any implicit target TARGET_UNIT_NEARBY_ENTRY(38) or TARGET_DST_NEARBY_ENTRY (46)"
", TARGET_UNIT_AREA_ENTRY_SRC(7), TARGET_UNIT_AREA_ENTRY_DST(8), TARGET_UNIT_CONE_ENTRY(60), TARGET_GAMEOBJECT_NEARBY_ENTRY(40)"
"TARGET_GAMEOBJECT_AREA_SRC(51), TARGET_GAMEOBJECT_AREA_DST(52)", cond->mSourceEntry);
return false;
}
if ((cond->mConditionValue1 == SPELL_TARGET_TYPE_DEAD) && !spellProto->IsAllowingDeadTarget())
{
sLog->outErrorDb("SourceEntry %u in `condition` table does have SPELL_TARGET_TYPE_DEAD specified but spell does not have SPELL_ATTR2_ALLOW_DEAD_TARGET", cond->mSourceEntry);
return false;
}
break;
}
case CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE:
{
if (!sObjectMgr->GetCreatureTemplate(cond->mSourceEntry))
{
sLog->outErrorDb("SourceEntry %u in `condition` table, does not exist in `creature_template`, ignoring.", cond->mSourceEntry);
return false;
}
break;
}
case CONDITION_SOURCE_TYPE_SPELL:
{
SpellInfo const* spellProto = sSpellMgr->GetSpellInfo(cond->mSourceEntry);
if (!spellProto)
{
sLog->outErrorDb("SourceEntry %u in `condition` table, does not exist in `spell.dbc`, ignoring.", cond->mSourceEntry);
return false;
}
break;
}
case CONDITION_SOURCE_TYPE_ITEM_REQUIRED_TARGET:
{
if (cond->mConditionType != CONDITION_ITEM_TARGET)
{
sLog->outErrorDb("SourceEntry %u in `condition` table, has ConditionType %u. Only CONDITION_ITEM_TARGET(24) is valid for CONDITION_SOURCE_TYPE_ITEM_REQUIRED_TARGET(18), ignoring.", cond->mSourceEntry, uint32(cond->mConditionType));
return false;
}
ItemTemplate const *pItemProto = sObjectMgr->GetItemTemplate(cond->mSourceEntry);
if (!pItemProto)
{
sLog->outErrorDb("SourceEntry %u in `condition` table, does not exist in `item_tamplate`, ignoring.", cond->mSourceEntry);
return false;
}
bool bIsItemSpellValid = false;
for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
{
if (SpellInfo const* pSpellInfo = sSpellMgr->GetSpellInfo(pItemProto->Spells[i].SpellId))
{
if (pItemProto->Spells[i].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE ||
pItemProto->Spells[i].SpellTrigger == ITEM_SPELLTRIGGER_ON_NO_DELAY_USE)
{
ConditionList conditions = sConditionMgr->GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_SPELL_SCRIPT_TARGET, pSpellInfo->Id);//script loading is done before item target loading
if (!conditions.empty())
break;
for (int j = 0; j < MAX_SPELL_EFFECTS; ++j)
{
if (pSpellInfo->Effects[j].TargetA == TARGET_UNIT_TARGET_ENEMY ||
pSpellInfo->Effects[j].TargetB == TARGET_UNIT_TARGET_ENEMY ||
pSpellInfo->Effects[j].TargetA == TARGET_UNIT_TARGET_ANY ||
pSpellInfo->Effects[j].TargetB == TARGET_UNIT_TARGET_ANY)
{
bIsItemSpellValid = true;
break;
}
}
if (bIsItemSpellValid)
break;
}
}
}
if (!bIsItemSpellValid)
{
sLog->outErrorDb("Conditions: CONDITION_SOURCE_TYPE_ITEM_REQUIRED_TARGET for item %u, which either doesn't have item spelltrigger or its spells don't have implicit target "
"TARGET_UNIT_TARGET_ENEMY(6), TARGET_UNIT_TARGET_ANY(25), or the spells are already listed in CONDITION_SOURCE_TYPE_SPELL_SCRIPT_TARGET conditions.", cond->mSourceEntry);
break;
}
break;
}
case CONDITION_SOURCE_TYPE_QUEST_ACCEPT:
{
Quest const *Quest = sObjectMgr->GetQuestTemplate(cond->mSourceEntry);
if (!Quest)
{
sLog->outErrorDb("CONDITION_SOURCE_TYPE_QUEST_ACCEPT specifies non-existing quest (%u), skipped", cond->mSourceEntry);
return false;
}
}
break;
case CONDITION_SOURCE_TYPE_QUEST_SHOW_MARK:
{
Quest const *Quest = sObjectMgr->GetQuestTemplate(cond->mSourceEntry);
if (!Quest)
{
sLog->outErrorDb("CONDITION_SOURCE_TYPE_QUEST_SHOW_MARK specifies non-existing quest (%u), skipped", cond->mSourceEntry);
return false;
}
}
break;
case CONDITION_SOURCE_TYPE_VEHICLE_SPELL:
{
if (!sObjectMgr->GetCreatureTemplate(cond->mSourceGroup))
{
sLog->outErrorDb("SourceEntry %u in `condition` table, does not exist in `creature_template`, ignoring.", cond->mSourceGroup);
return false;
}
SpellInfo const* spellProto = sSpellMgr->GetSpellInfo(cond->mSourceEntry);
if (!spellProto)
{
sLog->outErrorDb("SourceEntry %u in `condition` table, does not exist in `spell.dbc`, ignoring.", cond->mSourceEntry);
return false;
}
break;
}
case CONDITION_SOURCE_TYPE_GOSSIP_MENU:
case CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION:
case CONDITION_SOURCE_TYPE_NONE:
default:
break;
}
return true;
}
bool ConditionMgr::isConditionTypeValid(Condition* cond)
{
if (cond->mConditionType == CONDITION_NONE || cond->mConditionType >= CONDITION_MAX)
{
sLog->outErrorDb("Invalid ConditionType %u at SourceEntry %u in `condition` table, ignoring.", uint32(cond->mConditionType), cond->mSourceEntry);
return false;
}
switch (cond->mConditionType)
{
case CONDITION_AURA:
{
if (!sSpellMgr->GetSpellInfo(cond->mConditionValue1))
{
sLog->outErrorDb("Aura condition has non existing spell (Id: %d), skipped", cond->mConditionValue1);
return false;
}
if (cond->mConditionValue2 > 2)
{
sLog->outErrorDb("Aura condition has non existing effect index (%u) (must be 0..2), skipped", cond->mConditionValue2);
return false;
}
break;
}
case CONDITION_ITEM:
{
ItemTemplate const *proto = sObjectMgr->GetItemTemplate(cond->mConditionValue1);
if (!proto)
{
sLog->outErrorDb("Item condition has non existing item (%u), skipped", cond->mConditionValue1);
return false;
}
if (!cond->mConditionValue2)
{
sLog->outErrorDb("Item condition has 0 set for item count in value2 (%u), skipped", cond->mConditionValue2);
return false;
}
break;
}
case CONDITION_ITEM_EQUIPPED:
{
ItemTemplate const *proto = sObjectMgr->GetItemTemplate(cond->mConditionValue1);
if (!proto)
{
sLog->outErrorDb("ItemEquipped condition has non existing item (%u), skipped", cond->mConditionValue1);
return false;
}
if (cond->mConditionValue2)
sLog->outErrorDb("ItemEquipped condition has useless data in value2 (%u)!", cond->mConditionValue2);
break;
}
case CONDITION_ZONEID:
{
AreaTableEntry const* areaEntry = GetAreaEntryByAreaID(cond->mConditionValue1);
if (!areaEntry)
{
sLog->outErrorDb("Zone condition has non existing area (%u), skipped", cond->mConditionValue1);
return false;
}
if (areaEntry->zone != 0)
{
sLog->outErrorDb("Zone condition requires to be in area (%u) which is a subzone but zone expected, skipped", cond->mConditionValue1);
return false;
}
if (cond->mConditionValue2)
sLog->outErrorDb("Zone condition has useless data in value2 (%u)!", cond->mConditionValue2);
break;
}
case CONDITION_REPUTATION_RANK:
{
FactionEntry const* factionEntry = sFactionStore.LookupEntry(cond->mConditionValue1);
if (!factionEntry)
{
sLog->outErrorDb("Reputation condition has non existing faction (%u), skipped", cond->mConditionValue1);
return false;
}
break;
}
case CONDITION_TEAM:
{
if (cond->mConditionValue1 != ALLIANCE && cond->mConditionValue1 != HORDE)
{
sLog->outErrorDb("Team condition specifies unknown team (%u), skipped", cond->mConditionValue1);
return false;
}
if (cond->mConditionValue2)
sLog->outErrorDb("Team condition has useless data in value2 (%u)!", cond->mConditionValue2);
break;
}
case CONDITION_SKILL:
{
SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(cond->mConditionValue1);
if (!pSkill)
{
sLog->outErrorDb("Skill condition specifies non-existing skill (%u), skipped", cond->mConditionValue1);
return false;
}
if (cond->mConditionValue2 < 1 || cond->mConditionValue2 > sWorld->GetConfigMaxSkillValue())
{
sLog->outErrorDb("Skill condition specifies invalid skill value (%u), skipped", cond->mConditionValue2);
return false;
}
break;
}
case CONDITION_QUESTREWARDED:
case CONDITION_QUESTTAKEN:
case CONDITION_QUEST_NONE:
case CONDITION_QUEST_COMPLETE:
{
Quest const *Quest = sObjectMgr->GetQuestTemplate(cond->mConditionValue1);
if (!Quest)
{
sLog->outErrorDb("Quest condition specifies non-existing quest (%u), skipped", cond->mConditionValue1);
return false;
}
if (cond->mConditionValue2 > 1)
sLog->outErrorDb("Quest condition has useless data in value2 (%u)!", cond->mConditionValue2);
break;
}
case CONDITION_NO_AURA:
{
if (!sSpellMgr->GetSpellInfo(cond->mConditionValue1))
{
sLog->outErrorDb("Aura condition has non existing spell (Id: %d), skipped", cond->mConditionValue1);
return false;
}
if (cond->mConditionValue2 > 2)
{
sLog->outErrorDb("Aura condition has non existing effect index (%u) in value2 (must be 0..2), skipped", cond->mConditionValue2);
return false;
}
break;
}
case CONDITION_ACTIVE_EVENT:
{
GameEventMgr::GameEventDataMap const& events = sGameEventMgr->GetEventMap();
if (cond->mConditionValue1 >=events.size() || !events[cond->mConditionValue1].isValid())
{
sLog->outErrorDb("Active event condition has non existing event id (%u), skipped", cond->mConditionValue1);
return false;
}
if (cond->mConditionValue2)
sLog->outErrorDb("Active event condition has useless data in value2 (%u)!", cond->mConditionValue2);
break;
}
case CONDITION_ACHIEVEMENT:
{
AchievementEntry const* achievement = GetAchievementStore()->LookupEntry(cond->mConditionValue1);
if (!achievement)
{
sLog->outErrorDb("Achivemen condition has non existing achivement id (%u), skipped", cond->mConditionValue1);
return false;
}
if (cond->mConditionValue2)
sLog->outErrorDb("Achivemen condition has useless data in value2 (%u)!", cond->mConditionValue2);
break;
}
case CONDITION_CLASS:
{
if (cond->mConditionValue1 >= MAX_CLASSES)
{
sLog->outErrorDb("Class condition has non existing class (%u), skipped", cond->mConditionValue1);
return false;
}
if (cond->mConditionValue2)
sLog->outErrorDb("Class condition has useless data in value2 (%u)!", cond->mConditionValue2);
break;
}
case CONDITION_RACE:
{
if (cond->mConditionValue1 >= MAX_RACES)
{
sLog->outErrorDb("Race condition has non existing race (%u), skipped", cond->mConditionValue1);
return false;
}
if (cond->mConditionValue2)
sLog->outErrorDb("Race condition has useless data in value2 (%u)!", cond->mConditionValue2);
break;
}
case CONDITION_SPELL_SCRIPT_TARGET:
{
if (cond->mConditionValue1 >= MAX_SPELL_TARGET_TYPE)
{
sLog->outErrorDb("SpellTarget condition has non existing spell target type (%u), skipped", cond->mConditionValue1);
return false;
}
switch(cond->mConditionValue1)
{
case SPELL_TARGET_TYPE_GAMEOBJECT:
{
if (cond->mConditionValue2 && !sObjectMgr->GetGameObjectTemplate(cond->mConditionValue2))
{
sLog->outErrorDb("SpellTarget condition has non existing gameobject (%u) as target, skipped", cond->mConditionValue2);
return false;
}
break;
}
case SPELL_TARGET_TYPE_CONTROLLED:
case SPELL_TARGET_TYPE_CREATURE:
case SPELL_TARGET_TYPE_DEAD:
{
if (cond->mConditionValue2 && !sObjectMgr->GetCreatureTemplate(cond->mConditionValue2))
{
sLog->outErrorDb("SpellTarget condition has non existing creature template entry (%u) as target, skipped", cond->mConditionValue2);
return false;
}
const CreatureTemplate* cInfo = sObjectMgr->GetCreatureTemplate(cond->mConditionValue2);
if (cond->mSourceEntry == 30427 && !cInfo->SkinLootId)
{
sLog->outErrorDb("SpellTarget condition has creature entry %u as a target of spellid 30427, but this creature has no skinlootid. Gas extraction will not work!, skipped", cond->mConditionValue2);
return false;
}
break;
}
}
break;
}
case CONDITION_CREATURE_TARGET:
{
if (!cond->mConditionValue1 && !sObjectMgr->GetCreatureTemplate(cond->mConditionValue1))
{
sLog->outErrorDb("CreatureTarget condition has non existing creature template entry (%u) as target, skipped", cond->mConditionValue1);
return false;
}
if (cond->mConditionValue2)
sLog->outErrorDb("CreatureTarget condition has useless data in value2 (%u)!", cond->mConditionValue2);
break;
}
case CONDITION_TARGET_HEALTH_BELOW_PCT:
{
if (cond->mConditionValue1 > 100)
{
sLog->outErrorDb("TargetHealthBelowPct condition has invalid data in value1 (%u), skipped", cond->mConditionValue1);
return false;
}
if (cond->mConditionValue2)
sLog->outErrorDb("TargetHealthBelowPct condition has useless data in value2 (%u)!", cond->mConditionValue2);
break;
}
case CONDITION_TARGET_RANGE:
{
if (cond->mConditionValue2 && cond->mConditionValue2 < cond->mConditionValue1)//maxDist can be 0 for infinit max range
{
sLog->outErrorDb("TargetRange condition has max distance closer then min distance, skipped");
return false;
}
break;
}
case CONDITION_MAPID:
{
MapEntry const* me = sMapStore.LookupEntry(cond->mConditionValue1);
if (!me)
{
sLog->outErrorDb("Map condition has non existing map (%u), skipped", cond->mConditionValue1);
return false;
}
if (cond->mConditionValue2)
sLog->outErrorDb("Map condition has useless data in value2 (%u)!", cond->mConditionValue2);
break;
}
case CONDITION_ITEM_TARGET:
{
if (!cond->mConditionValue1 || cond->mConditionValue1 > MAX_ITEM_REQ_TARGET_TYPE)
{
sLog->outErrorDb("ItemTarget condition has incorrect target type (%u), skipped", cond->mConditionValue1);
return false;
}
if (!cond->mConditionValue2 && !sObjectMgr->GetCreatureTemplate(cond->mConditionValue2))
{
sLog->outErrorDb("ItemTarget condition has non existing creature template entry (%u) as target, skipped", cond->mConditionValue2);
return false;
}
if (cond->mConditionValue3)
sLog->outErrorDb("ItemTarget condition has useless data in value3 (%u)!", cond->mConditionValue3);
break;
}
case CONDITION_SPELL:
{
if (!sSpellMgr->GetSpellInfo(cond->mConditionValue1))
{
sLog->outErrorDb("Spell condition has non existing spell (Id: %d), skipped", cond->mConditionValue1);
return false;
}
if (cond->mConditionValue2)
sLog->outErrorDb("Spell condition has useless data in value2 (%u)!", cond->mConditionValue2);
break;
}
case CONDITION_NOITEM:
{
ItemTemplate const *proto = sObjectMgr->GetItemTemplate(cond->mConditionValue1);
if (!proto)
{
sLog->outErrorDb("NoItem condition has non existing item (%u), skipped", cond->mConditionValue1);
return false;
}
break;
}
case CONDITION_LEVEL:
{
if (cond->mConditionValue2 >= LVL_COND_MAX)
{
sLog->outErrorDb("Level condition has invalid option (%u), skipped", cond->mConditionValue2);
return false;
}
break;
}
case CONDITION_DRUNKENSTATE:
{
if (cond->mConditionValue1 > DRUNKEN_SMASHED)
{
sLog->outErrorDb("DrunkState condition has invalid state (%u), skipped", cond->mConditionValue1);
return false;
}
break;
}
case CONDITION_NEAR_CREATURE:
{
if (!sObjectMgr->GetCreatureTemplate(cond->mConditionValue1))
{
sLog->outErrorDb("NearCreature condition has non existing creature template entry (%u), skipped", cond->mConditionValue1);
return false;
}
break;
}
case CONDITION_NEAR_GAMEOBJECT:
{
if (!sObjectMgr->GetGameObjectTemplate(cond->mConditionValue1))
{
sLog->outErrorDb("NearGameObject condition has non existing gameobject template entry (%u), skipped", cond->mConditionValue1);
return false;
}
break;
}
case CONDITION_AREAID:
case CONDITION_INSTANCE_DATA:
break;
default:
break;
}
return true;
}
void ConditionMgr::Clean()
{
for (ConditionReferenceMap::iterator itr = m_ConditionReferenceMap.begin(); itr != m_ConditionReferenceMap.end(); ++itr)
{
for (ConditionList::const_iterator it = itr->second.begin(); it != itr->second.end(); ++it)
delete *it;
itr->second.clear();
}
m_ConditionReferenceMap.clear();
for (ConditionMap::iterator itr = m_ConditionMap.begin(); itr != m_ConditionMap.end(); ++itr)
{
for (ConditionTypeMap::iterator it = itr->second.begin(); it != itr->second.end(); ++it)
{
for (ConditionList::const_iterator i = it->second.begin(); i != it->second.end(); ++i)
delete *i;
it->second.clear();
}
itr->second.clear();
}
m_ConditionMap.clear();
for (VehicleSpellConditionMap::iterator itr = m_VehicleSpellConditions.begin(); itr != m_VehicleSpellConditions.end(); ++itr)
{
for (ConditionTypeMap::iterator it = itr->second.begin(); it != itr->second.end(); ++it)
{
for (ConditionList::const_iterator i = it->second.begin(); i != it->second.end(); ++i)
delete *i;
it->second.clear();
}
itr->second.clear();
}
m_VehicleSpellConditions.clear();
// this is a BIG hack, feel free to fix it if you can figure out the ConditionMgr ;)
for (std::list::const_iterator itr = m_AllocatedMemory.begin(); itr != m_AllocatedMemory.end(); ++itr)
delete *itr;
m_AllocatedMemory.clear();
}