/*
* Copyright (C) 2008-2012 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 .
*/
#ifndef TRINITY_CONDITIONMGR_H
#define TRINITY_CONDITIONMGR_H
#include
class Player;
class Unit;
class WorldObject;
class LootTemplate;
struct Condition;
enum ConditionTypes
{ // value1 value2 value3
CONDITION_NONE = 0, // 0 0 0 always true
CONDITION_AURA = 1, // spell_id effindex use target? true if player (or target, if value3) has aura of spell_id with effect effindex
CONDITION_ITEM = 2, // item_id count bank true if has #count of item_ids (if 'bank' is set it searches in bank slots too)
CONDITION_ITEM_EQUIPPED = 3, // item_id 0 0 true if has item_id equipped
CONDITION_ZONEID = 4, // zone_id 0 0 true if in zone_id
CONDITION_REPUTATION_RANK = 5, // faction_id rankMask 0 true if has min_rank for faction_id
CONDITION_TEAM = 6, // player_team 0, 0 469 - Alliance, 67 - Horde)
CONDITION_SKILL = 7, // skill_id skill_value 0 true if has skill_value for skill_id
CONDITION_QUESTREWARDED = 8, // quest_id 0 0 true if quest_id was rewarded before
CONDITION_QUESTTAKEN = 9, // quest_id 0, 0 true while quest active
CONDITION_DRUNKENSTATE = 10, // DrunkenState 0, 0 true if player is drunk enough
CONDITION_WORLD_STATE = 11, // index value 0 true if world has the value for the index
CONDITION_ACTIVE_EVENT = 12, // event_id 0 0 true if event is active
CONDITION_INSTANCE_DATA = 13, // entry data 0 true if data is set in current instance
CONDITION_QUEST_NONE = 14, // quest_id 0 0 true if doesn't have quest saved
CONDITION_CLASS = 15, // class 0 0 true if player's class is equal to class
CONDITION_RACE = 16, // race 0 0 true if player's race is equal to race
CONDITION_ACHIEVEMENT = 17, // achievement_id 0 0 true if achievement is complete
CONDITION_TITLE = 18, // title id 0 0 true if player has title
CONDITION_SPAWNMASK = 19, // spawnMask 0 0 true if in spawnMask
CONDITION_UNUSED_20 = 20, //
CONDITION_UNUSED_21 = 21, //
CONDITION_MAPID = 22, // map_id 0 0 true if in map_id
CONDITION_AREAID = 23, // area_id 0 0 true if in area_id
CONDITION_UNUSED_24 = 24, //
CONDITION_SPELL = 25, // spell_id 0 0 true if player has learned spell
CONDITION_PHASEMASK = 26, // phasemask 0 0 true if object is in phasemask
CONDITION_LEVEL = 27, // level ComparisonType 0 true if unit's level is equal to param1 (param2 can modify the statement)
CONDITION_QUEST_COMPLETE = 28, // quest_id 0 0 true if player has quest_id with all objectives complete, but not yet rewarded
CONDITION_NEAR_CREATURE = 29, // creature entry distance 0 true if there is a creature of entry in range
CONDITION_NEAR_GAMEOBJECT = 30, // gameobject entry distance 0 true if there is a gameobject of entry in range
CONDITION_OBJECT_ENTRY = 31, // TypeID entry 0 true if object is type TypeID and the entry is 0 or matches entry of the object
CONDITION_TYPE_MASK = 32, // TypeMask 0 0 true if object is type object's TypeMask matches provided TypeMask
CONDITION_RELATION_TO = 33, // ConditionTarget RelationType 0 true if object is in given relation with object specified by ConditionTarget
CONDITION_REACTION_TO = 34, // ConditionTarget rankMask 0 true if object's reaction matches rankMask object specified by ConditionTarget
CONDITION_DISTANCE_TO = 35, // ConditionTarget distance ComparisonType true if object and ConditionTarget are within distance given by parameters
CONDITION_ALIVE = 36, // 0 0 0 true if unit is alive
CONDITION_HP_VAL = 37, // hpVal ComparisonType 0 true if unit's hp matches given value
CONDITION_HP_PCT = 38, // hpPct ComparisonType 0 true if unit's hp matches given pct
CONDITION_MAX = 39 // MAX
};
/*! Documentation on implementing a new ConditionSourceType:
Step 1: Check for the lowest free ID. Look for CONDITION_SOURCE_TYPE_UNUSED_XX in the enum.
Then define the new source type.
Step 2: Determine and map the parameters for the new condition type.
Step 3: Add a case block to ConditionMgr::isSourceTypeValid with the new condition type
and validate the parameters.
Step 4: If your condition can be grouped (determined in step 2), add a rule for it in
ConditionMgr::CanHaveSourceGroupSet, following the example of the existing types.
Step 5: Define the maximum available condition targets in ConditionMgr::GetMaxAvailableConditionTargets.
The following steps only apply if your condition can be grouped:
Step 6: Determine how you are going to store your conditions. You need to add a new storage container
for it in ConditionMgr class, along with a function like:
ConditionList GetConditionsForXXXYourNewSourceTypeXXX(parameters...)
The above function should be placed in upper level (practical) code that actually
checks the conditions.
Step 7: Implement loading for your source type in ConditionMgr::LoadConditions.
Step 8: Implement memory cleaning for your source type in ConditionMgr::Clean.
*/
enum ConditionSourceType
{
CONDITION_SOURCE_TYPE_NONE = 0,
CONDITION_SOURCE_TYPE_CREATURE_LOOT_TEMPLATE = 1,
CONDITION_SOURCE_TYPE_DISENCHANT_LOOT_TEMPLATE = 2,
CONDITION_SOURCE_TYPE_FISHING_LOOT_TEMPLATE = 3,
CONDITION_SOURCE_TYPE_GAMEOBJECT_LOOT_TEMPLATE = 4,
CONDITION_SOURCE_TYPE_ITEM_LOOT_TEMPLATE = 5,
CONDITION_SOURCE_TYPE_MAIL_LOOT_TEMPLATE = 6,
CONDITION_SOURCE_TYPE_MILLING_LOOT_TEMPLATE = 7,
CONDITION_SOURCE_TYPE_PICKPOCKETING_LOOT_TEMPLATE = 8,
CONDITION_SOURCE_TYPE_PROSPECTING_LOOT_TEMPLATE = 9,
CONDITION_SOURCE_TYPE_REFERENCE_LOOT_TEMPLATE = 10,
CONDITION_SOURCE_TYPE_SKINNING_LOOT_TEMPLATE = 11,
CONDITION_SOURCE_TYPE_SPELL_LOOT_TEMPLATE = 12,
CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET = 13,
CONDITION_SOURCE_TYPE_GOSSIP_MENU = 14,
CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION = 15,
CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE = 16,
CONDITION_SOURCE_TYPE_SPELL = 17,
CONDITION_SOURCE_TYPE_SPELL_CLICK_EVENT = 18,
CONDITION_SOURCE_TYPE_QUEST_ACCEPT = 19,
CONDITION_SOURCE_TYPE_QUEST_SHOW_MARK = 20,
CONDITION_SOURCE_TYPE_VEHICLE_SPELL = 21,
CONDITION_SOURCE_TYPE_SMART_EVENT = 22,
CONDITION_SOURCE_TYPE_PHASE_DEFINITION = 23,
CONDITION_SOURCE_TYPE_MAX = 24 //MAX
};
enum ComparisionType
{
COMP_TYPE_EQ = 0,
COMP_TYPE_HIGH,
COMP_TYPE_LOW,
COMP_TYPE_HIGH_EQ,
COMP_TYPE_LOW_EQ,
COMP_TYPE_MAX
};
enum RelationType
{
RELATION_SELF = 0,
RELATION_IN_PARTY,
RELATION_IN_RAID_OR_PARTY,
RELATION_OWNED_BY,
RELATION_PASSENGER_OF,
RELATION_CREATED_BY,
RELATION_MAX
};
enum
{
MAX_CONDITION_TARGETS = 3
};
struct ConditionSourceInfo
{
WorldObject* mConditionTargets[MAX_CONDITION_TARGETS]; // an array of targets available for conditions
Condition* mLastFailedCondition;
ConditionSourceInfo(WorldObject* target0, WorldObject* target1 = NULL, WorldObject* target2 = NULL)
{
mConditionTargets[0] = target0;
mConditionTargets[1] = target1;
mConditionTargets[2] = target2;
mLastFailedCondition = NULL;
}
};
struct Condition
{
ConditionSourceType SourceType; //SourceTypeOrReferenceId
uint32 SourceGroup;
int32 SourceEntry;
uint32 SourceId; // So far, only used in CONDITION_SOURCE_TYPE_SMART_EVENT
uint32 ElseGroup;
ConditionTypes ConditionType; //ConditionTypeOrReference
uint32 ConditionValue1;
uint32 ConditionValue2;
uint32 ConditionValue3;
uint32 ErrorTextId;
uint32 ReferenceId;
uint32 ScriptId;
uint8 ConditionTarget;
bool NegativeCondition;
Condition()
{
SourceType = CONDITION_SOURCE_TYPE_NONE;
SourceGroup = 0;
SourceEntry = 0;
ElseGroup = 0;
ConditionType = CONDITION_NONE;
ConditionTarget = 0;
ConditionValue1 = 0;
ConditionValue2 = 0;
ConditionValue3 = 0;
ReferenceId = 0;
ErrorTextId = 0;
ScriptId = 0;
NegativeCondition = false;
}
bool Meets(ConditionSourceInfo& sourceInfo);
uint32 GetSearcherTypeMaskForCondition();
bool isLoaded() const { return ConditionType > CONDITION_NONE || ReferenceId; }
uint32 GetMaxAvailableConditionTargets();
};
typedef std::list ConditionList;
typedef std::map ConditionTypeContainer;
typedef std::map ConditionContainer;
typedef std::map CreatureSpellConditionContainer;
typedef std::map, ConditionTypeContainer> SmartEventConditionContainer;
typedef std::map PhaseDefinitionConditionContainer;
typedef std::map ConditionReferenceContainer;//only used for references
class ConditionMgr
{
friend class ACE_Singleton;
private:
ConditionMgr();
~ConditionMgr();
public:
void LoadConditions(bool isReload = false);
bool isConditionTypeValid(Condition* cond);
ConditionList GetConditionReferences(uint32 refId);
uint32 GetSearcherTypeMaskForConditionList(ConditionList const& conditions);
bool IsObjectMeetToConditions(WorldObject* object, ConditionList const& conditions);
bool IsObjectMeetToConditions(WorldObject* object1, WorldObject* object2, ConditionList const& conditions);
bool IsObjectMeetToConditions(ConditionSourceInfo& sourceInfo, ConditionList const& conditions);
bool CanHaveSourceGroupSet(ConditionSourceType sourceType) const;
bool CanHaveSourceIdSet(ConditionSourceType sourceType) const;
ConditionList GetConditionsForNotGroupedEntry(ConditionSourceType sourceType, uint32 entry);
ConditionList GetConditionsForSpellClickEvent(uint32 creatureId, uint32 spellId);
ConditionList GetConditionsForSmartEvent(int32 entryOrGuid, uint32 eventId, uint32 sourceType);
ConditionList GetConditionsForVehicleSpell(uint32 creatureId, uint32 spellId);
ConditionList GetConditionsForPhaseDefinition(uint32 zone, uint32 entry);
private:
bool isSourceTypeValid(Condition* cond);
bool addToLootTemplate(Condition* cond, LootTemplate* loot);
bool addToGossipMenus(Condition* cond);
bool addToGossipMenuItems(Condition* cond);
bool addToSpellImplicitTargetConditions(Condition* cond);
bool IsObjectMeetToConditionList(ConditionSourceInfo& sourceInfo, ConditionList const& conditions);
void Clean(); // free up resources
std::list AllocatedMemoryStore; // some garbage collection :)
ConditionContainer ConditionStore;
ConditionReferenceContainer ConditionReferenceStore;
CreatureSpellConditionContainer VehicleSpellConditionStore;
CreatureSpellConditionContainer SpellClickEventConditionStore;
SmartEventConditionContainer SmartEventConditionStore;
PhaseDefinitionConditionContainer PhaseDefinitionsConditionStore;
};
template bool CompareValues(ComparisionType type, T val1, T val2)
{
switch (type)
{
case COMP_TYPE_EQ:
return val1 == val2;
case COMP_TYPE_HIGH:
return val1 > val2;
case COMP_TYPE_LOW:
return val1 < val2;
case COMP_TYPE_HIGH_EQ:
return val1 >= val2;
case COMP_TYPE_LOW_EQ:
return val1 <= val2;
default:
// incorrect parameter
ASSERT(false);
return false;
}
}
#define sConditionMgr ACE_Singleton::instance()
#endif