Example #1
0
Condition* Condition::createCondition(ConditionId id, uint32_t ticks, uint32_t sourceId /*= 0*/, uint32_t flags /*= 0*/)
{
	switch(id.value()){
		case enums::CONDITION_POISONED:
			return Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_EARTHDAMAGE, sourceId);
		case enums::CONDITION_ELECTRIFIED:
			return Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_ENERGYDAMAGE, sourceId);
		case enums::CONDITION_BURNING:
			return Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_FIREDAMAGE, sourceId);
		case enums::CONDITION_DROWNING:
			return Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_DROWNDAMAGE, sourceId);
		case enums::CONDITION_FREEZING:
			return Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_ICEDAMAGE, sourceId);
		case enums::CONDITION_DAZZLED:
			return Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_HOLYDAMAGE, sourceId);
		case enums::CONDITION_CURSED:
			return Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_DEATHDAMAGE, sourceId);

		case enums::CONDITION_INVISIBLE:
		case enums::CONDITION_LIGHT:
		case enums::CONDITION_REGENERATION:
		case enums::CONDITION_REGENSOUL:
		case enums::CONDITION_EXHAUST_DAMAGE:
		case enums::CONDITION_EXHAUST_HEAL:
		case enums::CONDITION_EXHAUST_YELL:
			return Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_NONE, sourceId);

		case enums::CONDITION_HUNTING:
		{
			Condition* condition = Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_NONE, sourceId);
			if(condition){
				ConditionEffect effect = ConditionEffect::createModStamina(1000, -g_config.getNumber(ConfigManager::RATE_STAMINA_LOSS));
				condition->addEffect(effect);
			}
			return condition;
		}

		case enums::CONDITION_INFIGHT:
			return Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_NONE, sourceId, enums::ICON_SWORDS);
		case enums::CONDITION_HASTE:
			return Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_NONE, sourceId, enums::ICON_HASTE);
		case enums::CONDITION_PARALYZED:
			return Condition::createCondition(id.toString(), ticks, MECHANIC_PARALYZED, COMBAT_NONE, sourceId, enums::ICON_PARALYZE);
		case enums::CONDITION_DRUNK:
			return Condition::createCondition(id.toString(), ticks, MECHANIC_DRUNK, COMBAT_NONE, sourceId, enums::ICON_DRUNK);
		case enums::CONDITION_MANASHIELD:
			return Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_NONE, sourceId, enums::ICON_MANASHIELD);

		case enums::CONDITION_SILENCED:
		case enums::CONDITION_MUTED_CHAT:
		case enums::CONDITION_MUTED_CHAT_TRADE:
			return Condition::createCondition(id.toString(), ticks, MECHANIC_SILENCED, COMBAT_NONE, sourceId);

		case enums::CONDITION_SHAPESHIFT:
			return Condition::createCondition(id.toString(), ticks, MECHANIC_SHAPESHIFT, COMBAT_NONE, sourceId);
		case enums::CONDITION_PACIFIED:
			return Condition::createCondition(id.toString(), ticks, MECHANIC_PACIFIED, COMBAT_NONE, sourceId);
		case enums::CONDITION_DISARMED:
			return Condition::createCondition(id.toString(), ticks, MECHANIC_DISARMED, COMBAT_NONE, sourceId);

		default:
			return Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_NONE, sourceId);
	}

	return NULL;
}