Refactoring part 2 [W.I.P]
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/*
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* Copyright (C)
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* Copyright (C)
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef TRINITY_CONDITIONMGR_H
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#define TRINITY_CONDITIONMGR_H
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#include "Define.h"
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#include "Errors.h"
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#include <ace/Singleton.h>
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#include <list>
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#include <map>
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class Player;
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class Unit;
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class WorldObject;
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class LootTemplate;
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struct Condition;
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enum ConditionTypes
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{ // value1 value2 value3
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CONDITION_NONE = 0, // 0 0 0 always true
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CONDITION_AURA = 1, // spell_id effindex use target? true if player (or target, if value3) has aura of spell_id with effect effindex
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CONDITION_ITEM = 2, // item_id count bank true if has #count of item_ids (if 'bank' is set it searches in bank slots too)
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CONDITION_ITEM_EQUIPPED = 3, // item_id 0 0 true if has item_id equipped
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CONDITION_ZONEID = 4, // zone_id 0 0 true if in zone_id
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CONDITION_REPUTATION_RANK = 5, // faction_id rankMask 0 true if has min_rank for faction_id
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CONDITION_TEAM = 6, // player_team 0, 0 469 - Alliance, 67 - Horde)
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CONDITION_SKILL = 7, // skill_id skill_value 0 true if has skill_value for skill_id
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CONDITION_QUESTREWARDED = 8, // quest_id 0 0 true if quest_id was rewarded before
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CONDITION_QUESTTAKEN = 9, // quest_id 0, 0 true while quest active
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CONDITION_DRUNKENSTATE = 10, // DrunkenState 0, 0 true if player is drunk enough
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CONDITION_WORLD_STATE = 11, // index value 0 true if world has the value for the index
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CONDITION_ACTIVE_EVENT = 12, // event_id 0 0 true if event is active
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CONDITION_INSTANCE_INFO = 13, // entry data type true if the instance info defined by type (enum InstanceInfo) equals data.
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CONDITION_QUEST_NONE = 14, // quest_id 0 0 true if doesn't have quest saved
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CONDITION_CLASS = 15, // class 0 0 true if player's class is equal to class
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CONDITION_RACE = 16, // race 0 0 true if player's race is equal to race
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CONDITION_ACHIEVEMENT = 17, // achievement_id 0 0 true if achievement is complete
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CONDITION_TITLE = 18, // title id 0 0 true if player has title
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CONDITION_SPAWNMASK = 19, // spawnMask 0 0 true if in spawnMask
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CONDITION_GENDER = 20, // gender 0 0 true if player's gender is equal to gender
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CONDITION_UNIT_STATE = 21, // unitState 0 0 true if unit has unitState
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CONDITION_MAPID = 22, // map_id 0 0 true if in map_id
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CONDITION_AREAID = 23, // area_id 0 0 true if in area_id
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CONDITION_CREATURE_TYPE = 24, // cinfo.type 0 0 true if creature_template.type = value1
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CONDITION_SPELL = 25, // spell_id 0 0 true if player has learned spell
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CONDITION_PHASEMASK = 26, // phasemask 0 0 true if object is in phasemask
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CONDITION_LEVEL = 27, // level ComparisonType 0 true if unit's level is equal to param1 (param2 can modify the statement)
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CONDITION_QUEST_COMPLETE = 28, // quest_id 0 0 true if player has quest_id with all objectives complete, but not yet rewarded
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CONDITION_NEAR_CREATURE = 29, // creature entry distance dead true if there is a creature of entry in range
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CONDITION_NEAR_GAMEOBJECT = 30, // gameobject entry distance 0 true if there is a gameobject of entry in range
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CONDITION_OBJECT_ENTRY_GUID = 31, // TypeID entry guid/Attackable true if object is type TypeID and the entry is 0 or matches entry of the object or matches guid of the object
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CONDITION_TYPE_MASK = 32, // TypeMask 0 0 true if object is type object's TypeMask matches provided TypeMask
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CONDITION_RELATION_TO = 33, // ConditionTarget RelationType 0 true if object is in given relation with object specified by ConditionTarget
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CONDITION_REACTION_TO = 34, // ConditionTarget rankMask 0 true if object's reaction matches rankMask object specified by ConditionTarget
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CONDITION_DISTANCE_TO = 35, // ConditionTarget distance ComparisonType true if object and ConditionTarget are within distance given by parameters
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CONDITION_ALIVE = 36, // 0 0 0 true if unit is alive
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CONDITION_HP_VAL = 37, // hpVal ComparisonType 0 true if unit's hp matches given value
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CONDITION_HP_PCT = 38, // hpPct ComparisonType 0 true if unit's hp matches given pct
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CONDITION_REALM_ACHIEVEMENT = 39, // achievement_id 0 0 true if realm achievement is complete
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CONDITION_IN_WATER = 40, // 0 0 0 true if unit in water
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// RESERVED = 41,
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// RESERVED = 42,
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// RESERVED = 43,
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// RESERVED = 44,
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// RESERVED = 45,
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// RESERVED = 46,
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// RESERVED = 47,
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// RESERVED = 48,
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// RESERVED = 49,
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CONDITION_QUEST_SATISFY_EXCLUSIVE = 50, // quest_id 0 0 true if satisfied exclusive group
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CONDITION_HAS_AURA_TYPE = 51, // aura_type 0 0 true if has aura type
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CONDITION_MAX = 52 // MAX
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};
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/*! Documentation on implementing a new ConditionSourceType:
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Step 1: Check for the lowest free ID. Look for CONDITION_SOURCE_TYPE_UNUSED_XX in the enum.
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Then define the new source type.
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Step 2: Determine and map the parameters for the new condition source type.
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Step 3: Add a case block to ConditionMgr::isSourceTypeValid with the new condition type
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and validate the parameters.
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Step 4: If your condition can be grouped (determined in step 2), add a rule for it in
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ConditionMgr::CanHaveSourceGroupSet, following the example of the existing types.
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Step 5: Define the maximum available condition targets in ConditionMgr::GetMaxAvailableConditionTargets.
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The following steps only apply if your condition can be grouped:
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Step 6: Determine how you are going to store your conditions. You need to add a new storage container
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for it in ConditionMgr class, along with a function like:
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ConditionList GetConditionsForXXXYourNewSourceTypeXXX(parameters...)
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The above function should be placed in upper level (practical) code that actually
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checks the conditions.
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Step 7: Implement loading for your source type in ConditionMgr::LoadConditions.
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Step 8: Implement memory cleaning for your source type in ConditionMgr::Clean.
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*/
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enum ConditionSourceType
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{
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CONDITION_SOURCE_TYPE_NONE = 0,
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CONDITION_SOURCE_TYPE_CREATURE_LOOT_TEMPLATE = 1,
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CONDITION_SOURCE_TYPE_DISENCHANT_LOOT_TEMPLATE = 2,
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CONDITION_SOURCE_TYPE_FISHING_LOOT_TEMPLATE = 3,
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CONDITION_SOURCE_TYPE_GAMEOBJECT_LOOT_TEMPLATE = 4,
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CONDITION_SOURCE_TYPE_ITEM_LOOT_TEMPLATE = 5,
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CONDITION_SOURCE_TYPE_MAIL_LOOT_TEMPLATE = 6,
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CONDITION_SOURCE_TYPE_MILLING_LOOT_TEMPLATE = 7,
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CONDITION_SOURCE_TYPE_PICKPOCKETING_LOOT_TEMPLATE = 8,
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CONDITION_SOURCE_TYPE_PROSPECTING_LOOT_TEMPLATE = 9,
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CONDITION_SOURCE_TYPE_REFERENCE_LOOT_TEMPLATE = 10,
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CONDITION_SOURCE_TYPE_SKINNING_LOOT_TEMPLATE = 11,
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CONDITION_SOURCE_TYPE_SPELL_LOOT_TEMPLATE = 12,
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CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET = 13,
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CONDITION_SOURCE_TYPE_GOSSIP_MENU = 14,
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CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION = 15,
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CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE = 16,
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CONDITION_SOURCE_TYPE_SPELL = 17,
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CONDITION_SOURCE_TYPE_SPELL_CLICK_EVENT = 18,
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CONDITION_SOURCE_TYPE_QUEST_ACCEPT = 19,
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CONDITION_SOURCE_TYPE_QUEST_SHOW_MARK = 20,
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CONDITION_SOURCE_TYPE_VEHICLE_SPELL = 21,
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CONDITION_SOURCE_TYPE_SMART_EVENT = 22,
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CONDITION_SOURCE_TYPE_NPC_VENDOR = 23,
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CONDITION_SOURCE_TYPE_SPELL_PROC = 24,
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CONDITION_SOURCE_TYPE_PHASE_DEFINITION = 25, // only 4.3.4
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CONDITION_SOURCE_TYPE_MAX = 26 // MAX
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};
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enum RelationType
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{
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RELATION_SELF = 0,
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RELATION_IN_PARTY,
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RELATION_IN_RAID_OR_PARTY,
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RELATION_OWNED_BY,
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RELATION_PASSENGER_OF,
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RELATION_CREATED_BY,
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RELATION_MAX
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};
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enum InstanceInfo
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{
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INSTANCE_INFO_DATA = 0,
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INSTANCE_INFO_DATA64,
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INSTANCE_INFO_BOSS_STATE
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};
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enum
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{
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MAX_CONDITION_TARGETS = 3,
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};
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struct ConditionSourceInfo
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{
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WorldObject* mConditionTargets[MAX_CONDITION_TARGETS]; // an array of targets available for conditions
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Condition* mLastFailedCondition;
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ConditionSourceInfo(WorldObject* target0, WorldObject* target1 = NULL, WorldObject* target2 = NULL)
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{
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mConditionTargets[0] = target0;
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mConditionTargets[1] = target1;
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mConditionTargets[2] = target2;
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mLastFailedCondition = NULL;
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}
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};
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struct Condition
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{
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ConditionSourceType SourceType; //SourceTypeOrReferenceId
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uint32 SourceGroup;
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int32 SourceEntry;
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uint32 SourceId; // So far, only used in CONDITION_SOURCE_TYPE_SMART_EVENT
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uint32 ElseGroup;
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ConditionTypes ConditionType; //ConditionTypeOrReference
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uint32 ConditionValue1;
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uint32 ConditionValue2;
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uint32 ConditionValue3;
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uint32 ErrorType;
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uint32 ErrorTextId;
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uint32 ReferenceId;
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uint32 ScriptId;
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uint8 ConditionTarget;
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bool NegativeCondition;
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Condition()
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{
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SourceType = CONDITION_SOURCE_TYPE_NONE;
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SourceGroup = 0;
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SourceEntry = 0;
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SourceId = 0;
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ElseGroup = 0;
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ConditionType = CONDITION_NONE;
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ConditionTarget = 0;
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ConditionValue1 = 0;
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ConditionValue2 = 0;
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ConditionValue3 = 0;
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ReferenceId = 0;
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ErrorType = 0;
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ErrorTextId = 0;
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ScriptId = 0;
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NegativeCondition = false;
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}
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bool Meets(ConditionSourceInfo& sourceInfo);
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uint32 GetSearcherTypeMaskForCondition();
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bool isLoaded() const { return ConditionType > CONDITION_NONE || ReferenceId; }
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uint32 GetMaxAvailableConditionTargets();
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};
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typedef std::list<Condition*> ConditionList;
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typedef std::map<uint32, ConditionList> ConditionTypeContainer;
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typedef std::map<ConditionSourceType, ConditionTypeContainer> ConditionContainer;
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typedef std::map<uint32, ConditionTypeContainer> CreatureSpellConditionContainer;
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typedef std::map<uint32, ConditionTypeContainer> NpcVendorConditionContainer;
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typedef std::map<std::pair<int32, uint32 /*SAI source_type*/>, ConditionTypeContainer> SmartEventConditionContainer;
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typedef std::map<uint32, ConditionList> ConditionReferenceContainer;//only used for references
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class ConditionMgr
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{
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friend class ACE_Singleton<ConditionMgr, ACE_Null_Mutex>;
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private:
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ConditionMgr();
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~ConditionMgr();
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public:
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void LoadConditions(bool isReload = false);
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bool isConditionTypeValid(Condition* cond);
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ConditionList GetConditionReferences(uint32 refId);
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uint32 GetSearcherTypeMaskForConditionList(ConditionList const& conditions);
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bool IsObjectMeetToConditions(WorldObject* object, ConditionList const& conditions);
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bool IsObjectMeetToConditions(WorldObject* object1, WorldObject* object2, ConditionList const& conditions);
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bool IsObjectMeetToConditions(ConditionSourceInfo& sourceInfo, ConditionList const& conditions);
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bool CanHaveSourceGroupSet(ConditionSourceType sourceType) const;
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bool CanHaveSourceIdSet(ConditionSourceType sourceType) const;
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ConditionList GetConditionsForNotGroupedEntry(ConditionSourceType sourceType, uint32 entry);
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ConditionList GetConditionsForSpellClickEvent(uint32 creatureId, uint32 spellId);
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ConditionList GetConditionsForSmartEvent(int32 entryOrGuid, uint32 eventId, uint32 sourceType);
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ConditionList GetConditionsForVehicleSpell(uint32 creatureId, uint32 spellId);
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ConditionList GetConditionsForNpcVendorEvent(uint32 creatureId, uint32 itemId);
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private:
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bool isSourceTypeValid(Condition* cond);
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bool addToLootTemplate(Condition* cond, LootTemplate* loot);
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bool addToGossipMenus(Condition* cond);
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bool addToGossipMenuItems(Condition* cond);
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bool addToSpellImplicitTargetConditions(Condition* cond);
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bool IsObjectMeetToConditionList(ConditionSourceInfo& sourceInfo, ConditionList const& conditions);
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void Clean(); // free up resources
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std::list<Condition*> AllocatedMemoryStore; // some garbage collection :)
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ConditionContainer ConditionStore;
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ConditionReferenceContainer ConditionReferenceStore;
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CreatureSpellConditionContainer VehicleSpellConditionStore;
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CreatureSpellConditionContainer SpellClickEventConditionStore;
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NpcVendorConditionContainer NpcVendorConditionContainerStore;
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SmartEventConditionContainer SmartEventConditionStore;
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};
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#define sConditionMgr ACE_Singleton<ConditionMgr, ACE_Null_Mutex>::instance()
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#endif
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