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*Add base scripting interfce for spells - thanks to Brian for help in making it compile with GCC.
*Add hook for handling spell effects in new scripting system. --HG-- branch : trunk
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101
src/server/scripts/Examples/example_spell.cpp
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101
src/server/scripts/Examples/example_spell.cpp
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/*
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* Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
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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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/*
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* An example of a spell script file
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* to bind a script to spell you have to add entry for it in `spell_script_names`
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* where `spell_id` is id of the spell to bind
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* and `ScriptName` is the name of a script assigned on registration
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*/
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#include "ScriptPCH.h"
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class spell_ex_49375SpellScript : public SpellScript
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{
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public:
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std::string localVariable;
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char * localVariable2;
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private:
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// effect handler hook - effIndex - effIndex of handled effect of a spell
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void HandleDummy(SpellEffIndex effIndex)
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{
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// we're handling SPELL_EFFECT_DUMMY in effIndex 0 here
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sLog.outError("WE ARE HANDLING DUMMY!");
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sLog.outError(localVariable.c_str());
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// make caster cast a spell on a unit target of effect
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if (Unit * target = GetEffectUnitTarget())
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GetCaster()->CastSpell(target, 70522, true);
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};
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void Register()
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{
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// we're registering our function here
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// function HandleDummy will be called when unit is hit by spell, just before default effect 0 handler
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EffectHandlers += EffectHandlerFn(spell_ex_49375SpellScript::HandleDummy, EFFECT_0, SPELL_EFFECT_DUMMY);
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// this will prompt an error on startup because effect 0 of spell 49375 is set to SPELL_EFFECT_DUMMY, not SPELL_EFFECT_APPLY_AURA
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//EffectHandlers += EffectHandlerFn(spell_gen_49375SpellScript::HandleDummy, EFFECT_0, SPELL_EFFECT_APPLY_AURA);
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// this will make HandleDummy function to be called on first != 0 effect of spell 49375
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//EffectHandlers += EffectHandlerFn(spell_gen_49375SpellScript::HandleDummy, EFFECT_FIRST_FOUND, SPELL_EFFECT_ANY);
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// this will make HandleDummy function to be called on all != 0 effect of spell 49375
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//EffectHandlers += EffectHandlerFn(spell_gen_49375SpellScript::HandleDummy, EFFECT_ALL, SPELL_EFFECT_ANY);
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};
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// function called on server startup
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// checks if script has data required for it to work
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bool Validate(SpellEntry const * spellEntry)
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{
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// check if spellid 1 exists in dbc
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if (!sSpellStore.LookupEntry(70522))
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return false;
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return true;
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};
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// function called just after script is added to spell
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// we initialize local variables if needed
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bool Load()
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{
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localVariable = "WE'RE USING LOCAL VARIABLE";
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localVariable2 = new char;
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return true;
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// script will be immediately removed from the spell
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// for example - we don't want this script to be executed on a creature
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// if (GetCaster()->GetTypeID() != TYPEID_PLAYER)
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// return false
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}
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// function called just before script delete
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// we free allocated memory
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void Unload()
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{
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delete localVariable2;
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}
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};
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// function which creates SpellScript
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SpellScript * GetSpellScript_spell_ex_49375()
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{
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return new spell_ex_49375SpellScript();
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}
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// this function has to be added to function set in ScriptLoader.cpp
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void AddSC_example_spell_scripts()
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{
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Script *newscript;
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newscript = new Script;
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// name to be put in `spell_script_names`
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newscript->Name = "spell_ex_49375";
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// assign create function to the script
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newscript->GetSpellScript = &GetSpellScript_spell_ex_49375;
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newscript->RegisterSelf();
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}
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