Core/Spells: Remove manual spell guid creation in scripts

This commit is contained in:
Shauren
2025-02-01 00:32:34 +01:00
parent dabdaac0f3
commit dbd761d20a
4 changed files with 76 additions and 80 deletions

View File

@@ -0,0 +1,9 @@
DELETE FROM `spell_script_names` WHERE `ScriptName`='spell_icc_teleport_check';
INSERT INTO `spell_script_names` (`spell_id`, `ScriptName`) VALUES
(70781, 'spell_icc_teleport_check'),
(70856, 'spell_icc_teleport_check'),
(70857, 'spell_icc_teleport_check'),
(70858, 'spell_icc_teleport_check'),
(70859, 'spell_icc_teleport_check'),
(70860, 'spell_icc_teleport_check'),
(70861, 'spell_icc_teleport_check');

View File

@@ -893,7 +893,7 @@ namespace WorldPackets
int32 OverrideLightID = 0;
};
class DisplayGameError final : public ServerPacket
class TC_GAME_API DisplayGameError final : public ServerPacket
{
public:
DisplayGameError(GameError error) : ServerPacket(SMSG_DISPLAY_GAME_ERROR, 4 + 1), Error(error) { }

View File

@@ -306,15 +306,10 @@ public:
return false;
}
if(!spell)
if (!spell)
return false;
ObjectGuid castId = ObjectGuid::Create<HighGuid::Cast>(SPELL_CAST_SOURCE_NORMAL, target->GetMapId(), spell->Id, target->GetMap()->GenerateLowGuid<HighGuid::Cast>());
AuraCreateInfo createInfo(castId, spell, target->GetMap()->GetDifficultyID(), MAX_EFFECT_MASK, target);
createInfo.SetCaster(target);
Aura::TryRefreshStackOrCreate(createInfo);
target->AddAura(spell, MAX_EFFECT_MASK, target);
return true;
}
@@ -957,10 +952,7 @@ public:
return false;
if (Player* caster = handler->GetSession()->GetPlayer())
{
ObjectGuid castId = ObjectGuid::Create<HighGuid::Cast>(SPELL_CAST_SOURCE_NORMAL, player->GetMapId(), SPELL_UNSTUCK_ID, player->GetMap()->GenerateLowGuid<HighGuid::Cast>());
Spell::SendCastResult(caster, spellInfo, { SPELL_UNSTUCK_VISUAL, 0 }, castId, SPELL_FAILED_CANT_DO_THAT_RIGHT_NOW);
}
caster->SendDirectMessage(WorldPackets::Misc::DisplayGameError(GameError::ERR_CLIENT_LOCKED_OUT).Write());
return false;
}

View File

@@ -19,16 +19,13 @@
#include "GameObject.h"
#include "GameObjectAI.h"
#include "InstanceScript.h"
#include "Map.h"
#include "Player.h"
#include "ScriptedGossip.h"
#include "ScriptMgr.h"
#include "Spell.h"
#include "SpellInfo.h"
#include "SpellMgr.h"
#include "Transport.h"
#include "SpellScript.h"
#include "VehicleDefines.h"
static std::vector<uint32> const TeleportSpells =
static constexpr std::array<uint32, 7> TeleportSpells =
{
LIGHT_S_HAMMER_TELEPORT, // 0
ORATORY_OF_THE_DAMNED_TELEPORT, // 1
@@ -39,83 +36,81 @@ static std::vector<uint32> const TeleportSpells =
SINDRAGOSA_S_LAIR_TELEPORT // 6
};
class icecrown_citadel_teleport : public GameObjectScript
struct icecrown_citadel_teleport : public GameObjectAI
{
static_assert(DATA_UPPERSPIRE_TELE_ACT == 41, "icecrown_citadel.h DATA_UPPERSPIRE_TELE_ACT set to value != 41, gossip condition of the teleporters won't work as intended.");
public:
icecrown_citadel_teleport() : GameObjectScript("icecrown_citadel_teleport") { }
using GameObjectAI::GameObjectAI;
struct icecrown_citadel_teleportAI : public GameObjectAI
{
icecrown_citadel_teleportAI(GameObject* go) : GameObjectAI(go)
{
}
bool OnGossipSelect(Player* player, uint32 /*menuId*/, uint32 gossipListId) override
{
if (gossipListId >= TeleportSpells.size())
return false;
bool OnGossipSelect(Player* player, uint32 /*menuId*/, uint32 gossipListId) override
{
if (gossipListId >= TeleportSpells.size())
return false;
ClearGossipMenuFor(player);
CloseGossipMenuFor(player);
if (!TeleportSpells[gossipListId])
return false;
ClearGossipMenuFor(player);
CloseGossipMenuFor(player);
SpellInfo const* spell = sSpellMgr->GetSpellInfo(TeleportSpells[gossipListId], DIFFICULTY_NONE);
if (!spell)
return false;
if (player->IsInCombat())
{
ObjectGuid castId = ObjectGuid::Create<HighGuid::Cast>(SPELL_CAST_SOURCE_NORMAL, player->GetMapId(), spell->Id, player->GetMap()->GenerateLowGuid<HighGuid::Cast>());
Spell::SendCastResult(player, spell, {}, castId, SPELL_FAILED_AFFECTING_COMBAT);
return true;
}
// If the player is on the ship, Unit::NearTeleport() will try to keep the player on the ship, causing issues.
// For that we simply always remove the player from the ship.
if (TransportBase* transport = player->GetTransport())
transport->RemovePassenger(player);
me->CastSpell(player, spell->Id, true);
return true;
}
};
GameObjectAI* GetAI(GameObject* go) const override
{
return GetIcecrownCitadelAI<icecrown_citadel_teleportAI>(go);
}
me->CastSpell(player, TeleportSpells[gossipListId], true);
return true;
}
};
class at_frozen_throne_teleport : public AreaTriggerScript
{
public:
at_frozen_throne_teleport() : AreaTriggerScript("at_frozen_throne_teleport") { }
bool OnTrigger(Player* player, AreaTriggerEntry const* /*areaTrigger*/) override
{
if (player->IsInCombat())
{
if (SpellInfo const* spell = sSpellMgr->GetSpellInfo(FROZEN_THRONE_TELEPORT, DIFFICULTY_NONE))
{
ObjectGuid castId = ObjectGuid::Create<HighGuid::Cast>(SPELL_CAST_SOURCE_NORMAL, player->GetMapId(), spell->Id, player->GetMap()->GenerateLowGuid<HighGuid::Cast>());
Spell::SendCastResult(player, spell, {}, castId, SPELL_FAILED_AFFECTING_COMBAT);
}
return true;
}
if (InstanceScript* instance = player->GetInstanceScript())
{
if (instance->GetBossState(DATA_PROFESSOR_PUTRICIDE) == DONE && instance->GetBossState(DATA_BLOOD_QUEEN_LANA_THEL) == DONE &&
instance->GetBossState(DATA_SINDRAGOSA) == DONE && instance->GetBossState(DATA_THE_LICH_KING) != IN_PROGRESS)
player->CastSpell(player, FROZEN_THRONE_TELEPORT, true);
}
public:
at_frozen_throne_teleport() : AreaTriggerScript("at_frozen_throne_teleport") { }
bool OnTrigger(Player* player, AreaTriggerEntry const* /*areaTrigger*/) override
{
InstanceScript* instance = player->GetInstanceScript();
if (!instance)
return true;
}
if (instance->GetBossState(DATA_PROFESSOR_PUTRICIDE) != DONE
|| instance->GetBossState(DATA_BLOOD_QUEEN_LANA_THEL) != DONE
|| instance->GetBossState(DATA_SINDRAGOSA) != DONE
|| instance->GetBossState(DATA_THE_LICH_KING) == IN_PROGRESS)
return true;
player->CastSpell(player, FROZEN_THRONE_TELEPORT, true);
return true;
}
};
class spell_icc_teleport_check : public SpellScript
{
SpellCastResult CheckCombat() const
{
Unit const* target = GetExplTargetUnit();
if (!target)
return SPELL_FAILED_BAD_TARGETS;
if (target->IsInCombat())
return SPELL_FAILED_AFFECTING_COMBAT;
return SPELL_CAST_OK;
}
void OnPrecast() override
{
// If the player is on the ship, Unit::NearTeleport() will try to keep the player on the ship, causing issues.
// For that we simply always remove the player from the ship.
Unit* target = GetExplTargetUnit();
if (TransportBase* transport = target->GetTransport())
transport->RemovePassenger(target);
}
void Register() override
{
OnCheckCast += SpellCheckCastFn(spell_icc_teleport_check::CheckCombat);
}
};
void AddSC_icecrown_citadel_teleport()
{
new icecrown_citadel_teleport();
RegisterGameObjectAIWithFactory(icecrown_citadel_teleport, GetIcecrownCitadelAI);
new at_frozen_throne_teleport();
RegisterSpellScript(spell_icc_teleport_check);
}