Core/ScriptSystem: Add a PlayerScript::OnSpellCast(Player *player, Spell *spell, bool skipCheck) function.

Requested by Zor.

--HG--
branch : trunk
This commit is contained in:
silinoron
2010-09-03 19:58:16 -07:00
parent 128c60c84a
commit d2c259fe76
3 changed files with 14 additions and 0 deletions

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@@ -1132,6 +1132,11 @@ void ScriptMgr::OnPlayerTextEmote(Player* player, uint32 text_emote, uint32 emot
FOREACH_SCRIPT(PlayerScript)->OnTextEmote(player, text_emote, emoteNum, guid);
}
void ScriptMgr::OnPlayerSpellCast(Player *player, Spell *spell, bool skipCheck)
{
FOREACH_SCRIPT(PlayerScript)->OnSpellCast(player, spell, skipCheck);
}
void ScriptMgr::OnGuildAddMember(Guild *guild, Player *player, uint32& plRank)
{
FOREACH_SCRIPT(GuildScript)->OnAddMember(guild, player, plRank);

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@@ -688,6 +688,9 @@ public:
// Both of the below are called on emote opcodes
virtual void OnEmote(Player* /*player*/, uint32 /*emote*/) { }
virtual void OnTextEmote(Player* /*player*/, uint32 /*text_emote*/, uint32 /*emoteNum*/, uint64 /*guid*/) { }
// Called in Spell::cast
virtual void OnSpellCast(Player *player, Spell *spell, bool skipCheck) { }
};
class GuildScript : public ScriptObject
@@ -887,6 +890,7 @@ class ScriptMgr
void OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string msg, void* param = NULL);
void OnPlayerEmote(Player* player, uint32 emote);
void OnPlayerTextEmote(Player* player, uint32 text_emote, uint32 emoteNum, uint64 guid);
void OnPlayerSpellCast(Player *player, Spell *spell, bool skipCheck);
public: /* GuildScript */
void OnGuildAddMember(Guild *guild, Player *player, uint32& plRank);

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@@ -3133,6 +3133,11 @@ void Spell::cast(bool skipCheck)
}
}
// now that we've done the basic check, now run the scripts
// should be done before the spell is actually executed
if (Player *playerCaster = m_caster->ToPlayer())
sScriptMgr.OnPlayerSpellCast(playerCaster, this, skipCheck);
SetExecutedCurrently(true);
if (m_caster->GetTypeId() != TYPEID_PLAYER && m_targets.getUnitTarget() && m_targets.getUnitTarget() != m_caster)