AzerothCore 3.3.5a
OpenSource WoW Emulator
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ConditionMgr.h File Reference
#include "Define.h"
#include "Errors.h"
#include <list>
#include <map>

Go to the source code of this file.

Classes

struct  ConditionSourceInfo
 
struct  Condition
 
class  ConditionMgr
 

Macros

#define sConditionMgr   ConditionMgr::instance()
 

Typedefs

typedef std::list< Condition * > ConditionList
 
typedef std::map< uint32, ConditionListConditionTypeContainer
 
typedef std::map< ConditionSourceType, ConditionTypeContainerConditionContainer
 
typedef std::map< uint32, ConditionTypeContainerCreatureSpellConditionContainer
 
typedef std::map< uint32, ConditionTypeContainerNpcVendorConditionContainer
 
typedef std::map< std::pair< int32, uint32 >, ConditionTypeContainerSmartEventConditionContainer
 
typedef std::map< uint32, ConditionListConditionReferenceContainer
 

Enumerations

enum  ConditionTypes {
  CONDITION_NONE = 0 ,
  CONDITION_AURA = 1 ,
  CONDITION_ITEM = 2 ,
  CONDITION_ITEM_EQUIPPED = 3 ,
  CONDITION_ZONEID = 4 ,
  CONDITION_REPUTATION_RANK = 5 ,
  CONDITION_TEAM = 6 ,
  CONDITION_SKILL = 7 ,
  CONDITION_QUESTREWARDED = 8 ,
  CONDITION_QUESTTAKEN = 9 ,
  CONDITION_DRUNKENSTATE = 10 ,
  CONDITION_WORLD_STATE = 11 ,
  CONDITION_ACTIVE_EVENT = 12 ,
  CONDITION_INSTANCE_INFO = 13 ,
  CONDITION_QUEST_NONE = 14 ,
  CONDITION_CLASS = 15 ,
  CONDITION_RACE = 16 ,
  CONDITION_ACHIEVEMENT = 17 ,
  CONDITION_TITLE = 18 ,
  CONDITION_SPAWNMASK = 19 ,
  CONDITION_GENDER = 20 ,
  CONDITION_UNIT_STATE = 21 ,
  CONDITION_MAPID = 22 ,
  CONDITION_AREAID = 23 ,
  CONDITION_CREATURE_TYPE = 24 ,
  CONDITION_SPELL = 25 ,
  CONDITION_PHASEMASK = 26 ,
  CONDITION_LEVEL = 27 ,
  CONDITION_QUEST_COMPLETE = 28 ,
  CONDITION_NEAR_CREATURE = 29 ,
  CONDITION_NEAR_GAMEOBJECT = 30 ,
  CONDITION_OBJECT_ENTRY_GUID = 31 ,
  CONDITION_TYPE_MASK = 32 ,
  CONDITION_RELATION_TO = 33 ,
  CONDITION_REACTION_TO = 34 ,
  CONDITION_DISTANCE_TO = 35 ,
  CONDITION_ALIVE = 36 ,
  CONDITION_HP_VAL = 37 ,
  CONDITION_HP_PCT = 38 ,
  CONDITION_REALM_ACHIEVEMENT = 39 ,
  CONDITION_IN_WATER = 40 ,
  CONDITION_TERRAIN_SWAP = 41 ,
  CONDITION_STAND_STATE = 42 ,
  CONDITION_DAILY_QUEST_DONE = 43 ,
  CONDITION_CHARMED = 44 ,
  CONDITION_PET_TYPE = 45 ,
  CONDITION_TAXI = 46 ,
  CONDITION_QUESTSTATE = 47 ,
  CONDITION_QUEST_OBJECTIVE_PROGRESS = 48 ,
  CONDITION_DIFFICULTY_ID = 49 ,
  CONDITION_TC_END = 50 ,
  CONDITION_AC_START = 100 ,
  CONDITION_QUEST_SATISFY_EXCLUSIVE = 101 ,
  CONDITION_HAS_AURA_TYPE = 102 ,
  CONDITION_AC_END = 103
}
 
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_AVAILABLE = 19 ,
  CONDITION_SOURCE_TYPE_UNUSED_20 = 20 ,
  CONDITION_SOURCE_TYPE_VEHICLE_SPELL = 21 ,
  CONDITION_SOURCE_TYPE_SMART_EVENT = 22 ,
  CONDITION_SOURCE_TYPE_NPC_VENDOR = 23 ,
  CONDITION_SOURCE_TYPE_SPELL_PROC = 24 ,
  CONDITION_SOURCE_TYPE_TERRAIN_SWAP = 25 ,
  CONDITION_SOURCE_TYPE_PHASE = 26 ,
  CONDITION_SOURCE_TYPE_GRAVEYARD = 27 ,
  CONDITION_SOURCE_TYPE_PLAYER_LOOT_TEMPLATE = 28 ,
  CONDITION_SOURCE_TYPE_CREATURE_RESPAWN = 29 ,
  CONDITION_SOURCE_TYPE_CREATURE_VISIBILITY = 30 ,
  CONDITION_SOURCE_TYPE_MAX = 31
}
 
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  InstanceInfo {
  INSTANCE_INFO_DATA = 0 ,
  INSTANCE_INFO_GUID_DATA ,
  INSTANCE_INFO_BOSS_STATE ,
  INSTANCE_INFO_DATA64
}
 
enum  { MAX_CONDITION_TARGETS = 3 }
 

Macro Definition Documentation

◆ sConditionMgr

#define sConditionMgr   ConditionMgr::instance()

Typedef Documentation

◆ ConditionContainer

◆ ConditionList

typedef std::list<Condition*> ConditionList

◆ ConditionReferenceContainer

◆ ConditionTypeContainer

◆ CreatureSpellConditionContainer

◆ NpcVendorConditionContainer

◆ SmartEventConditionContainer

Enumeration Type Documentation

◆ anonymous enum

anonymous enum
Enumerator
MAX_CONDITION_TARGETS 
176{
178};
@ MAX_CONDITION_TARGETS
Definition: ConditionMgr.h:177

◆ ConditionSourceType

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 source 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.

Enumerator
CONDITION_SOURCE_TYPE_NONE 
CONDITION_SOURCE_TYPE_CREATURE_LOOT_TEMPLATE 
CONDITION_SOURCE_TYPE_DISENCHANT_LOOT_TEMPLATE 
CONDITION_SOURCE_TYPE_FISHING_LOOT_TEMPLATE 
CONDITION_SOURCE_TYPE_GAMEOBJECT_LOOT_TEMPLATE 
CONDITION_SOURCE_TYPE_ITEM_LOOT_TEMPLATE 
CONDITION_SOURCE_TYPE_MAIL_LOOT_TEMPLATE 
CONDITION_SOURCE_TYPE_MILLING_LOOT_TEMPLATE 
CONDITION_SOURCE_TYPE_PICKPOCKETING_LOOT_TEMPLATE 
CONDITION_SOURCE_TYPE_PROSPECTING_LOOT_TEMPLATE 
CONDITION_SOURCE_TYPE_REFERENCE_LOOT_TEMPLATE 
CONDITION_SOURCE_TYPE_SKINNING_LOOT_TEMPLATE 
CONDITION_SOURCE_TYPE_SPELL_LOOT_TEMPLATE 
CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET 
CONDITION_SOURCE_TYPE_GOSSIP_MENU 
CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION 
CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE 
CONDITION_SOURCE_TYPE_SPELL 
CONDITION_SOURCE_TYPE_SPELL_CLICK_EVENT 
CONDITION_SOURCE_TYPE_QUEST_AVAILABLE 
CONDITION_SOURCE_TYPE_UNUSED_20 
CONDITION_SOURCE_TYPE_VEHICLE_SPELL 
CONDITION_SOURCE_TYPE_SMART_EVENT 
CONDITION_SOURCE_TYPE_NPC_VENDOR 
CONDITION_SOURCE_TYPE_SPELL_PROC 
CONDITION_SOURCE_TYPE_TERRAIN_SWAP 
CONDITION_SOURCE_TYPE_PHASE 
CONDITION_SOURCE_TYPE_GRAVEYARD 
CONDITION_SOURCE_TYPE_PLAYER_LOOT_TEMPLATE 
CONDITION_SOURCE_TYPE_CREATURE_RESPAWN 
CONDITION_SOURCE_TYPE_CREATURE_VISIBILITY 
CONDITION_SOURCE_TYPE_MAX 
121{
142 CONDITION_SOURCE_TYPE_UNUSED_20 = 20, // placeholder
147 CONDITION_SOURCE_TYPE_TERRAIN_SWAP = 25, // don't use on 3.3.5a
148 CONDITION_SOURCE_TYPE_PHASE = 26, // don't use on 3.3.5a
149 CONDITION_SOURCE_TYPE_GRAVEYARD = 27, // don't use on 3.3.5a
153 CONDITION_SOURCE_TYPE_MAX = 31 // placeholder
154};
@ CONDITION_SOURCE_TYPE_CREATURE_VISIBILITY
Definition: ConditionMgr.h:152
@ CONDITION_SOURCE_TYPE_MAX
Definition: ConditionMgr.h:153
@ CONDITION_SOURCE_TYPE_VEHICLE_SPELL
Definition: ConditionMgr.h:143
@ CONDITION_SOURCE_TYPE_DISENCHANT_LOOT_TEMPLATE
Definition: ConditionMgr.h:124
@ CONDITION_SOURCE_TYPE_REFERENCE_LOOT_TEMPLATE
Definition: ConditionMgr.h:132
@ CONDITION_SOURCE_TYPE_TERRAIN_SWAP
Definition: ConditionMgr.h:147
@ CONDITION_SOURCE_TYPE_NPC_VENDOR
Definition: ConditionMgr.h:145
@ CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION
Definition: ConditionMgr.h:137
@ CONDITION_SOURCE_TYPE_SPELL_CLICK_EVENT
Definition: ConditionMgr.h:140
@ CONDITION_SOURCE_TYPE_MAIL_LOOT_TEMPLATE
Definition: ConditionMgr.h:128
@ CONDITION_SOURCE_TYPE_PHASE
Definition: ConditionMgr.h:148
@ CONDITION_SOURCE_TYPE_SPELL_LOOT_TEMPLATE
Definition: ConditionMgr.h:134
@ CONDITION_SOURCE_TYPE_SMART_EVENT
Definition: ConditionMgr.h:144
@ CONDITION_SOURCE_TYPE_PICKPOCKETING_LOOT_TEMPLATE
Definition: ConditionMgr.h:130
@ CONDITION_SOURCE_TYPE_PROSPECTING_LOOT_TEMPLATE
Definition: ConditionMgr.h:131
@ CONDITION_SOURCE_TYPE_SPELL
Definition: ConditionMgr.h:139
@ CONDITION_SOURCE_TYPE_FISHING_LOOT_TEMPLATE
Definition: ConditionMgr.h:125
@ CONDITION_SOURCE_TYPE_GOSSIP_MENU
Definition: ConditionMgr.h:136
@ CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE
Definition: ConditionMgr.h:138
@ CONDITION_SOURCE_TYPE_ITEM_LOOT_TEMPLATE
Definition: ConditionMgr.h:127
@ CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET
Definition: ConditionMgr.h:135
@ CONDITION_SOURCE_TYPE_GRAVEYARD
Definition: ConditionMgr.h:149
@ CONDITION_SOURCE_TYPE_CREATURE_RESPAWN
Definition: ConditionMgr.h:151
@ CONDITION_SOURCE_TYPE_SKINNING_LOOT_TEMPLATE
Definition: ConditionMgr.h:133
@ CONDITION_SOURCE_TYPE_CREATURE_LOOT_TEMPLATE
Definition: ConditionMgr.h:123
@ CONDITION_SOURCE_TYPE_GAMEOBJECT_LOOT_TEMPLATE
Definition: ConditionMgr.h:126
@ CONDITION_SOURCE_TYPE_PLAYER_LOOT_TEMPLATE
Definition: ConditionMgr.h:150
@ CONDITION_SOURCE_TYPE_MILLING_LOOT_TEMPLATE
Definition: ConditionMgr.h:129
@ CONDITION_SOURCE_TYPE_SPELL_PROC
Definition: ConditionMgr.h:146
@ CONDITION_SOURCE_TYPE_UNUSED_20
Definition: ConditionMgr.h:142
@ CONDITION_SOURCE_TYPE_QUEST_AVAILABLE
Definition: ConditionMgr.h:141
@ CONDITION_SOURCE_TYPE_NONE
Definition: ConditionMgr.h:122

◆ ConditionTypes

Enumerator
CONDITION_NONE 
CONDITION_AURA 
CONDITION_ITEM 
CONDITION_ITEM_EQUIPPED 
CONDITION_ZONEID 
CONDITION_REPUTATION_RANK 
CONDITION_TEAM 
CONDITION_SKILL 
CONDITION_QUESTREWARDED 
CONDITION_QUESTTAKEN 
CONDITION_DRUNKENSTATE 
CONDITION_WORLD_STATE 
CONDITION_ACTIVE_EVENT 
CONDITION_INSTANCE_INFO 
CONDITION_QUEST_NONE 
CONDITION_CLASS 
CONDITION_RACE 
CONDITION_ACHIEVEMENT 
CONDITION_TITLE 
CONDITION_SPAWNMASK 
CONDITION_GENDER 
CONDITION_UNIT_STATE 
CONDITION_MAPID 
CONDITION_AREAID 
CONDITION_CREATURE_TYPE 
CONDITION_SPELL 
CONDITION_PHASEMASK 
CONDITION_LEVEL 
CONDITION_QUEST_COMPLETE 
CONDITION_NEAR_CREATURE 
CONDITION_NEAR_GAMEOBJECT 
CONDITION_OBJECT_ENTRY_GUID 
CONDITION_TYPE_MASK 
CONDITION_RELATION_TO 
CONDITION_REACTION_TO 
CONDITION_DISTANCE_TO 
CONDITION_ALIVE 
CONDITION_HP_VAL 
CONDITION_HP_PCT 
CONDITION_REALM_ACHIEVEMENT 
CONDITION_IN_WATER 
CONDITION_TERRAIN_SWAP 
CONDITION_STAND_STATE 
CONDITION_DAILY_QUEST_DONE 
CONDITION_CHARMED 
CONDITION_PET_TYPE 
CONDITION_TAXI 
CONDITION_QUESTSTATE 
CONDITION_QUEST_OBJECTIVE_PROGRESS 
CONDITION_DIFFICULTY_ID 
CONDITION_TC_END 
CONDITION_AC_START 
CONDITION_QUEST_SATISFY_EXCLUSIVE 
CONDITION_HAS_AURA_TYPE 
CONDITION_AC_END 
33{
34 // value1 value2 value3
35 CONDITION_NONE = 0, // 0 0 0 always true
36 CONDITION_AURA = 1, // spell_id effindex use target? true if player (or target, if value3) has aura of spell_id with effect effindex
37 CONDITION_ITEM = 2, // item_id count bank true if has #count of item_ids (if 'bank' is set it searches in bank slots too)
38 CONDITION_ITEM_EQUIPPED = 3, // item_id 0 0 true if has item_id equipped
39 CONDITION_ZONEID = 4, // zone_id 0 0 true if in zone_id
40 CONDITION_REPUTATION_RANK = 5, // faction_id rankMask 0 true if has min_rank for faction_id
41 CONDITION_TEAM = 6, // player_team 0, 0 469 - Alliance, 67 - Horde)
42 CONDITION_SKILL = 7, // skill_id skill_value 0 true if has skill_value for skill_id
43 CONDITION_QUESTREWARDED = 8, // quest_id 0 0 true if quest_id was rewarded before
44 CONDITION_QUESTTAKEN = 9, // quest_id 0, 0 true while quest active
45 CONDITION_DRUNKENSTATE = 10, // DrunkenState 0, 0 true if player is drunk enough
46 CONDITION_WORLD_STATE = 11, // index value 0 true if world has the value for the index
47 CONDITION_ACTIVE_EVENT = 12, // event_id 0 0 true if event is active
48 CONDITION_INSTANCE_INFO = 13, // entry data type true if the instance info defined by type (enum InstanceInfo) equals data.
49 CONDITION_QUEST_NONE = 14, // quest_id 0 0 true if doesn't have quest saved
50 CONDITION_CLASS = 15, // class 0 0 true if player's class is equal to class
51 CONDITION_RACE = 16, // race 0 0 true if player's race is equal to race
52 CONDITION_ACHIEVEMENT = 17, // achievement_id 0 0 true if achievement is complete
53 CONDITION_TITLE = 18, // title id 0 0 true if player has title
54 CONDITION_SPAWNMASK = 19, // spawnMask 0 0 true if in spawnMask
55 CONDITION_GENDER = 20, // gender 0 0 true if player's gender is equal to gender
56 CONDITION_UNIT_STATE = 21, // unitState 0 0 true if unit has unitState
57 CONDITION_MAPID = 22, // map_id 0 0 true if in map_id
58 CONDITION_AREAID = 23, // area_id 0 0 true if in area_id
59 CONDITION_CREATURE_TYPE = 24, // cinfo.type 0 0 true if creature_template.type = value1
60 CONDITION_SPELL = 25, // spell_id 0 0 true if player has learned spell
61 CONDITION_PHASEMASK = 26, // phasemask 0 0 true if object is in phasemask
62 CONDITION_LEVEL = 27, // level ComparisonType 0 true if unit's level is equal to param1 (param2 can modify the statement)
63 CONDITION_QUEST_COMPLETE = 28, // quest_id 0 0 true if player has quest_id with all objectives complete, but not yet rewarded
64 CONDITION_NEAR_CREATURE = 29, // creature entry distance dead true if there is a creature of entry in range
65 CONDITION_NEAR_GAMEOBJECT = 30, // gameobject entry distance GoState true if there is a gameobject of entry in range (param3 can check for GoState, 0 = dont't check, 1 = Ready , 2 = Not Ready)
66 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
67 CONDITION_TYPE_MASK = 32, // TypeMask 0 0 true if object is type object's TypeMask matches provided TypeMask
68 CONDITION_RELATION_TO = 33, // ConditionTarget RelationType 0 true if object is in given relation with object specified by ConditionTarget
69 CONDITION_REACTION_TO = 34, // ConditionTarget rankMask 0 true if object's reaction matches rankMask object specified by ConditionTarget
70 CONDITION_DISTANCE_TO = 35, // ConditionTarget distance ComparisonType true if object and ConditionTarget are within distance given by parameters
71 CONDITION_ALIVE = 36, // 0 0 0 true if unit is alive
72 CONDITION_HP_VAL = 37, // hpVal ComparisonType 0 true if unit's hp matches given value
73 CONDITION_HP_PCT = 38, // hpPct ComparisonType 0 true if unit's hp matches given pct
74 CONDITION_REALM_ACHIEVEMENT = 39, // achievement_id 0 0 true if realm achievement is complete
75 CONDITION_IN_WATER = 40, // 0 0 0 true if unit in water
76 CONDITION_TERRAIN_SWAP = 41, // don't use on 3.3.5a
77 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;)
78 CONDITION_DAILY_QUEST_DONE = 43, // quest id 0 0 true if daily quest has been completed for the day
79 CONDITION_CHARMED = 44, // 0 0 0 true if unit is currently charmed
80 CONDITION_PET_TYPE = 45, // mask 0 0 true if player has a pet of given type(s)
81 CONDITION_TAXI = 46, // 0 0 0 true if player is on taxi
82 CONDITION_QUESTSTATE = 47, // quest_id state_mask 0 true if player is in any of the provided quest states for the quest (1 = not taken, 2 = completed, 8 = in progress, 32 = failed, 64 = rewarded)
83 CONDITION_QUEST_OBJECTIVE_PROGRESS = 48, // quest_id objectiveIndex objectiveCount true if player has reached the specified objectiveCount quest progress for the objectiveIndex for the specified quest
84 CONDITION_DIFFICULTY_ID = 49, // Difficulty 0 0 true is map has difficulty id
85 CONDITION_TC_END = 50, // placeholder
86
88 CONDITION_QUEST_SATISFY_EXCLUSIVE = 101, // quest_id 0 0 true if satisfied exclusive group
89 CONDITION_HAS_AURA_TYPE = 102, // aura_type 0 0 true if has aura type
90 CONDITION_AC_END = 103 // placeholder
91};
@ CONDITION_TAXI
Definition: ConditionMgr.h:81
@ CONDITION_MAPID
Definition: ConditionMgr.h:57
@ CONDITION_SKILL
Definition: ConditionMgr.h:42
@ CONDITION_RACE
Definition: ConditionMgr.h:51
@ CONDITION_REACTION_TO
Definition: ConditionMgr.h:69
@ CONDITION_NEAR_GAMEOBJECT
Definition: ConditionMgr.h:65
@ CONDITION_QUESTREWARDED
Definition: ConditionMgr.h:43
@ CONDITION_REALM_ACHIEVEMENT
Definition: ConditionMgr.h:74
@ CONDITION_PHASEMASK
Definition: ConditionMgr.h:61
@ CONDITION_QUEST_OBJECTIVE_PROGRESS
Definition: ConditionMgr.h:83
@ CONDITION_DAILY_QUEST_DONE
Definition: ConditionMgr.h:78
@ CONDITION_ACTIVE_EVENT
Definition: ConditionMgr.h:47
@ CONDITION_INSTANCE_INFO
Definition: ConditionMgr.h:48
@ CONDITION_RELATION_TO
Definition: ConditionMgr.h:68
@ CONDITION_STAND_STATE
Definition: ConditionMgr.h:77
@ CONDITION_DRUNKENSTATE
Definition: ConditionMgr.h:45
@ CONDITION_AURA
Definition: ConditionMgr.h:36
@ CONDITION_ACHIEVEMENT
Definition: ConditionMgr.h:52
@ CONDITION_TC_END
Definition: ConditionMgr.h:85
@ CONDITION_OBJECT_ENTRY_GUID
Definition: ConditionMgr.h:66
@ CONDITION_PET_TYPE
Definition: ConditionMgr.h:80
@ CONDITION_DIFFICULTY_ID
Definition: ConditionMgr.h:84
@ CONDITION_DISTANCE_TO
Definition: ConditionMgr.h:70
@ CONDITION_HP_VAL
Definition: ConditionMgr.h:72
@ CONDITION_GENDER
Definition: ConditionMgr.h:55
@ CONDITION_TERRAIN_SWAP
Definition: ConditionMgr.h:76
@ CONDITION_REPUTATION_RANK
Definition: ConditionMgr.h:40
@ CONDITION_HP_PCT
Definition: ConditionMgr.h:73
@ CONDITION_QUEST_COMPLETE
Definition: ConditionMgr.h:63
@ CONDITION_SPELL
Definition: ConditionMgr.h:60
@ CONDITION_ZONEID
Definition: ConditionMgr.h:39
@ CONDITION_CHARMED
Definition: ConditionMgr.h:79
@ CONDITION_AC_START
Definition: ConditionMgr.h:87
@ CONDITION_TYPE_MASK
Definition: ConditionMgr.h:67
@ CONDITION_AREAID
Definition: ConditionMgr.h:58
@ CONDITION_IN_WATER
Definition: ConditionMgr.h:75
@ CONDITION_ITEM
Definition: ConditionMgr.h:37
@ CONDITION_WORLD_STATE
Definition: ConditionMgr.h:46
@ CONDITION_SPAWNMASK
Definition: ConditionMgr.h:54
@ CONDITION_CLASS
Definition: ConditionMgr.h:50
@ CONDITION_TEAM
Definition: ConditionMgr.h:41
@ CONDITION_NONE
Definition: ConditionMgr.h:35
@ CONDITION_QUEST_NONE
Definition: ConditionMgr.h:49
@ CONDITION_QUESTSTATE
Definition: ConditionMgr.h:82
@ CONDITION_ITEM_EQUIPPED
Definition: ConditionMgr.h:38
@ CONDITION_QUEST_SATISFY_EXCLUSIVE
Definition: ConditionMgr.h:88
@ CONDITION_LEVEL
Definition: ConditionMgr.h:62
@ CONDITION_QUESTTAKEN
Definition: ConditionMgr.h:44
@ CONDITION_NEAR_CREATURE
Definition: ConditionMgr.h:64
@ CONDITION_TITLE
Definition: ConditionMgr.h:53
@ CONDITION_AC_END
Definition: ConditionMgr.h:90
@ CONDITION_ALIVE
Definition: ConditionMgr.h:71
@ CONDITION_CREATURE_TYPE
Definition: ConditionMgr.h:59
@ CONDITION_UNIT_STATE
Definition: ConditionMgr.h:56
@ CONDITION_HAS_AURA_TYPE
Definition: ConditionMgr.h:89

◆ InstanceInfo

Enumerator
INSTANCE_INFO_DATA 
INSTANCE_INFO_GUID_DATA 
INSTANCE_INFO_BOSS_STATE 
INSTANCE_INFO_DATA64 
168{
173};
@ INSTANCE_INFO_DATA64
Definition: ConditionMgr.h:172
@ INSTANCE_INFO_DATA
Definition: ConditionMgr.h:169
@ INSTANCE_INFO_BOSS_STATE
Definition: ConditionMgr.h:171
@ INSTANCE_INFO_GUID_DATA
Definition: ConditionMgr.h:170

◆ RelationType

Enumerator
RELATION_SELF 
RELATION_IN_PARTY 
RELATION_IN_RAID_OR_PARTY 
RELATION_OWNED_BY 
RELATION_PASSENGER_OF 
RELATION_CREATED_BY 
RELATION_MAX 
157{
158 RELATION_SELF = 0,
165};
@ RELATION_IN_PARTY
Definition: ConditionMgr.h:159
@ RELATION_IN_RAID_OR_PARTY
Definition: ConditionMgr.h:160
@ RELATION_CREATED_BY
Definition: ConditionMgr.h:163
@ RELATION_MAX
Definition: ConditionMgr.h:164
@ RELATION_SELF
Definition: ConditionMgr.h:158
@ RELATION_PASSENGER_OF
Definition: ConditionMgr.h:162
@ RELATION_OWNED_BY
Definition: ConditionMgr.h:161