mirror of
https://github.com/TrinityCore/TrinityCore.git
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919 lines
50 KiB
C++
919 lines
50 KiB
C++
/*
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* Copyright (C) 2008-2017 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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#ifndef __SPELL_SCRIPT_H
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#define __SPELL_SCRIPT_H
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#include "Util.h"
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#include "SharedDefines.h"
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#include "SpellAuraDefines.h"
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#include "Spell.h"
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#include "ScriptReloadMgr.h"
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#include <stack>
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class Unit;
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class SpellInfo;
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class SpellScript;
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class Spell;
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class Aura;
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class AuraEffect;
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struct SpellModifier;
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class Creature;
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class GameObject;
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class DynamicObject;
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class Player;
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class Item;
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class WorldLocation;
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class WorldObject;
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#define SPELL_EFFECT_ANY (uint16)-1
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#define SPELL_AURA_ANY (uint16)-1
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enum SpellScriptState
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{
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SPELL_SCRIPT_STATE_NONE = 0,
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SPELL_SCRIPT_STATE_REGISTRATION,
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SPELL_SCRIPT_STATE_LOADING,
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SPELL_SCRIPT_STATE_UNLOADING
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};
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#define SPELL_SCRIPT_STATE_END SPELL_SCRIPT_STATE_UNLOADING + 1
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// helper class from which SpellScript and SpellAura derive, use these classes instead
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class TC_GAME_API _SpellScript
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{
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// internal use classes & functions
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// DO NOT OVERRIDE THESE IN SCRIPTS
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protected:
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virtual bool _Validate(SpellInfo const* entry);
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public:
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_SpellScript() : m_currentScriptState(SPELL_SCRIPT_STATE_NONE), m_scriptName(NULL), m_scriptSpellId(0) {}
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virtual ~_SpellScript() { }
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void _Register();
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void _Unload();
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void _Init(std::string const* scriptname, uint32 spellId);
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std::string const* _GetScriptName() const;
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protected:
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class TC_GAME_API EffectHook
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{
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public:
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EffectHook(uint8 _effIndex);
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virtual ~EffectHook() { }
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uint32 GetAffectedEffectsMask(SpellInfo const* spellInfo) const;
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bool IsEffectAffected(SpellInfo const* spellInfo, uint8 effIndex) const;
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virtual bool CheckEffect(SpellInfo const* spellInfo, uint8 effIndex) const = 0;
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std::string EffIndexToString() const;
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protected:
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uint8 effIndex;
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};
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class TC_GAME_API EffectNameCheck
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{
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public:
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EffectNameCheck(uint16 _effName) { effName = _effName; }
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bool Check(SpellInfo const* spellInfo, uint8 effIndex) const;
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std::string ToString() const;
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private:
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uint16 effName;
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};
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class TC_GAME_API EffectAuraNameCheck
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{
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public:
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EffectAuraNameCheck(uint16 _effAurName) { effAurName = _effAurName; }
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bool Check(SpellInfo const* spellInfo, uint8 effIndex) const;
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std::string ToString() const;
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private:
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uint16 effAurName;
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};
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uint8 m_currentScriptState;
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std::string const* m_scriptName;
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uint32 m_scriptSpellId;
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private:
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#ifdef TRINITY_API_USE_DYNAMIC_LINKING
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// Strong reference to keep the binary code loaded
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std::shared_ptr<ModuleReference> m_moduleReference;
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#endif // #ifndef TRINITY_API_USE_DYNAMIC_LINKING
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public:
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//
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// SpellScript/AuraScript interface base
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// these functions are safe to override, see notes below for usage instructions
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//
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// Function in which handler functions are registered, must be implemented in script
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virtual void Register() = 0;
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// Function called on server startup, if returns false script won't be used in core
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// use for: dbc/template data presence/correctness checks
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virtual bool Validate(SpellInfo const* /*spellInfo*/) { return true; }
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// Function called when script is created, if returns false script will be unloaded afterwards
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// use for: initializing local script variables (DO NOT USE CONSTRUCTOR FOR THIS PURPOSE!)
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virtual bool Load() { return true; }
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// Function called when script is destroyed
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// use for: deallocating memory allocated by script
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virtual void Unload() { }
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// Helpers
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static bool ValidateSpellInfo(std::vector<uint32> spellIds);
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};
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// SpellScript interface - enum used for runtime checks of script function calls
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enum SpellScriptHookType
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{
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SPELL_SCRIPT_HOOK_EFFECT_LAUNCH = SPELL_SCRIPT_STATE_END,
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SPELL_SCRIPT_HOOK_EFFECT_LAUNCH_TARGET,
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SPELL_SCRIPT_HOOK_EFFECT_HIT,
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SPELL_SCRIPT_HOOK_EFFECT_HIT_TARGET,
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SPELL_SCRIPT_HOOK_EFFECT_SUCCESSFUL_DISPEL,
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SPELL_SCRIPT_HOOK_BEFORE_HIT,
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SPELL_SCRIPT_HOOK_HIT,
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SPELL_SCRIPT_HOOK_AFTER_HIT,
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SPELL_SCRIPT_HOOK_OBJECT_AREA_TARGET_SELECT,
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SPELL_SCRIPT_HOOK_OBJECT_TARGET_SELECT,
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SPELL_SCRIPT_HOOK_DESTINATION_TARGET_SELECT,
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SPELL_SCRIPT_HOOK_CHECK_CAST,
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SPELL_SCRIPT_HOOK_BEFORE_CAST,
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SPELL_SCRIPT_HOOK_ON_CAST,
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SPELL_SCRIPT_HOOK_AFTER_CAST
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};
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#define HOOK_SPELL_HIT_START SPELL_SCRIPT_HOOK_EFFECT_HIT
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#define HOOK_SPELL_HIT_END SPELL_SCRIPT_HOOK_AFTER_HIT + 1
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#define HOOK_SPELL_START SPELL_SCRIPT_HOOK_EFFECT
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#define HOOK_SPELL_END SPELL_SCRIPT_HOOK_CHECK_CAST + 1
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#define HOOK_SPELL_COUNT HOOK_SPELL_END - HOOK_SPELL_START
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class TC_GAME_API SpellScript : public _SpellScript
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{
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// internal use classes & functions
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// DO NOT OVERRIDE THESE IN SCRIPTS
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public:
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#define SPELLSCRIPT_FUNCTION_TYPE_DEFINES(CLASSNAME) \
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typedef SpellCastResult(CLASSNAME::*SpellCheckCastFnType)(); \
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typedef void(CLASSNAME::*SpellEffectFnType)(SpellEffIndex); \
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typedef void(CLASSNAME::*SpellBeforeHitFnType)(SpellMissInfo missInfo); \
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typedef void(CLASSNAME::*SpellHitFnType)(); \
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typedef void(CLASSNAME::*SpellCastFnType)(); \
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typedef void(CLASSNAME::*SpellObjectAreaTargetSelectFnType)(std::list<WorldObject*>&); \
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typedef void(CLASSNAME::*SpellObjectTargetSelectFnType)(WorldObject*&); \
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typedef void(CLASSNAME::*SpellDestinationTargetSelectFnType)(SpellDestination&);
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SPELLSCRIPT_FUNCTION_TYPE_DEFINES(SpellScript)
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class TC_GAME_API CastHandler
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{
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public:
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CastHandler(SpellCastFnType _pCastHandlerScript);
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void Call(SpellScript* spellScript);
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private:
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SpellCastFnType pCastHandlerScript;
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};
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class TC_GAME_API CheckCastHandler
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{
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public:
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CheckCastHandler(SpellCheckCastFnType checkCastHandlerScript);
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SpellCastResult Call(SpellScript* spellScript);
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private:
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SpellCheckCastFnType _checkCastHandlerScript;
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};
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class TC_GAME_API EffectHandler : public _SpellScript::EffectNameCheck, public _SpellScript::EffectHook
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{
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public:
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EffectHandler(SpellEffectFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName);
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std::string ToString() const;
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bool CheckEffect(SpellInfo const* spellInfo, uint8 effIndex) const override;
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void Call(SpellScript* spellScript, SpellEffIndex effIndex);
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private:
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SpellEffectFnType pEffectHandlerScript;
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};
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class TC_GAME_API HitHandler
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{
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public:
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HitHandler(SpellHitFnType _pHitHandlerScript);
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void Call(SpellScript* spellScript);
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private:
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SpellHitFnType pHitHandlerScript;
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};
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class TC_GAME_API BeforeHitHandler
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{
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public:
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BeforeHitHandler(SpellBeforeHitFnType pBeforeHitHandlerScript);
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void Call(SpellScript* spellScript, SpellMissInfo missInfo);
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private:
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SpellBeforeHitFnType _pBeforeHitHandlerScript;
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};
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class TC_GAME_API TargetHook : public _SpellScript::EffectHook
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{
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public:
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TargetHook(uint8 _effectIndex, uint16 _targetType, bool _area, bool _dest);
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bool CheckEffect(SpellInfo const* spellInfo, uint8 effIndex) const override;
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std::string ToString() const;
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uint16 GetTarget() const { return targetType; }
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protected:
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uint16 targetType;
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bool area;
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bool dest;
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};
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class TC_GAME_API ObjectAreaTargetSelectHandler : public TargetHook
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{
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public:
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ObjectAreaTargetSelectHandler(SpellObjectAreaTargetSelectFnType _pObjectAreaTargetSelectHandlerScript, uint8 _effIndex, uint16 _targetType);
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void Call(SpellScript* spellScript, std::list<WorldObject*>& targets);
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private:
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SpellObjectAreaTargetSelectFnType pObjectAreaTargetSelectHandlerScript;
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};
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class TC_GAME_API ObjectTargetSelectHandler : public TargetHook
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{
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public:
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ObjectTargetSelectHandler(SpellObjectTargetSelectFnType _pObjectTargetSelectHandlerScript, uint8 _effIndex, uint16 _targetType);
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void Call(SpellScript* spellScript, WorldObject*& target);
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private:
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SpellObjectTargetSelectFnType pObjectTargetSelectHandlerScript;
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};
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class TC_GAME_API DestinationTargetSelectHandler : public TargetHook
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{
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public:
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DestinationTargetSelectHandler(SpellDestinationTargetSelectFnType _DestinationTargetSelectHandlerScript, uint8 _effIndex, uint16 _targetType);
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void Call(SpellScript* spellScript, SpellDestination& target);
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private:
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SpellDestinationTargetSelectFnType DestinationTargetSelectHandlerScript;
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};
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#define SPELLSCRIPT_FUNCTION_CAST_DEFINES(CLASSNAME) \
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class CastHandlerFunction : public SpellScript::CastHandler { public: CastHandlerFunction(SpellCastFnType _pCastHandlerScript) : SpellScript::CastHandler((SpellScript::SpellCastFnType)_pCastHandlerScript) { } }; \
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class CheckCastHandlerFunction : public SpellScript::CheckCastHandler { public: CheckCastHandlerFunction(SpellCheckCastFnType _checkCastHandlerScript) : SpellScript::CheckCastHandler((SpellScript::SpellCheckCastFnType)_checkCastHandlerScript) { } }; \
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class EffectHandlerFunction : public SpellScript::EffectHandler { public: EffectHandlerFunction(SpellEffectFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName) : SpellScript::EffectHandler((SpellScript::SpellEffectFnType)_pEffectHandlerScript, _effIndex, _effName) { } }; \
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class HitHandlerFunction : public SpellScript::HitHandler { public: HitHandlerFunction(SpellHitFnType _pHitHandlerScript) : SpellScript::HitHandler((SpellScript::SpellHitFnType)_pHitHandlerScript) { } }; \
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class BeforeHitHandlerFunction : public SpellScript::BeforeHitHandler { public: BeforeHitHandlerFunction(SpellBeforeHitFnType pBeforeHitHandlerScript) : SpellScript::BeforeHitHandler((SpellScript::SpellBeforeHitFnType)pBeforeHitHandlerScript) { } }; \
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class ObjectAreaTargetSelectHandlerFunction : public SpellScript::ObjectAreaTargetSelectHandler { public: ObjectAreaTargetSelectHandlerFunction(SpellObjectAreaTargetSelectFnType _pObjectAreaTargetSelectHandlerScript, uint8 _effIndex, uint16 _targetType) : SpellScript::ObjectAreaTargetSelectHandler((SpellScript::SpellObjectAreaTargetSelectFnType)_pObjectAreaTargetSelectHandlerScript, _effIndex, _targetType) { } }; \
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class ObjectTargetSelectHandlerFunction : public SpellScript::ObjectTargetSelectHandler { public: ObjectTargetSelectHandlerFunction(SpellObjectTargetSelectFnType _pObjectTargetSelectHandlerScript, uint8 _effIndex, uint16 _targetType) : SpellScript::ObjectTargetSelectHandler((SpellScript::SpellObjectTargetSelectFnType)_pObjectTargetSelectHandlerScript, _effIndex, _targetType) { } }; \
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class DestinationTargetSelectHandlerFunction : public SpellScript::DestinationTargetSelectHandler { public: DestinationTargetSelectHandlerFunction(SpellDestinationTargetSelectFnType _DestinationTargetSelectHandlerScript, uint8 _effIndex, uint16 _targetType) : SpellScript::DestinationTargetSelectHandler((SpellScript::SpellDestinationTargetSelectFnType)_DestinationTargetSelectHandlerScript, _effIndex, _targetType) { } }
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#define PrepareSpellScript(CLASSNAME) SPELLSCRIPT_FUNCTION_TYPE_DEFINES(CLASSNAME) SPELLSCRIPT_FUNCTION_CAST_DEFINES(CLASSNAME)
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public:
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bool _Validate(SpellInfo const* entry) override;
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bool _Load(Spell* spell);
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void _InitHit();
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bool _IsEffectPrevented(SpellEffIndex effIndex) const { return (m_hitPreventEffectMask & (1 << effIndex)) != 0; }
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bool _IsDefaultEffectPrevented(SpellEffIndex effIndex) const { return (m_hitPreventDefaultEffectMask & (1 << effIndex)) != 0; }
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void _PrepareScriptCall(SpellScriptHookType hookType);
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void _FinishScriptCall();
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bool IsInCheckCastHook() const;
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bool IsInTargetHook() const;
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bool IsInHitPhase() const;
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bool IsInEffectHook() const;
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private:
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Spell* m_spell;
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uint32 m_hitPreventEffectMask;
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uint32 m_hitPreventDefaultEffectMask;
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public:
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//
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// SpellScript interface
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// hooks to which you can attach your functions
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//
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// example: BeforeCast += SpellCastFn(class::function);
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HookList<CastHandler> BeforeCast;
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// example: OnCast += SpellCastFn(class::function);
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HookList<CastHandler> OnCast;
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// example: AfterCast += SpellCastFn(class::function);
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HookList<CastHandler> AfterCast;
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#define SpellCastFn(F) CastHandlerFunction(&F)
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// example: OnCheckCast += SpellCheckCastFn();
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// where function is SpellCastResult function()
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HookList<CheckCastHandler> OnCheckCast;
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#define SpellCheckCastFn(F) CheckCastHandlerFunction(&F)
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// example: OnEffect**** += SpellEffectFn(class::function, EffectIndexSpecifier, EffectNameSpecifier);
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// where function is void function(SpellEffIndex effIndex)
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HookList<EffectHandler> OnEffectLaunch;
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HookList<EffectHandler> OnEffectLaunchTarget;
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HookList<EffectHandler> OnEffectHit;
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HookList<EffectHandler> OnEffectHitTarget;
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HookList<EffectHandler> OnEffectSuccessfulDispel;
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#define SpellEffectFn(F, I, N) EffectHandlerFunction(&F, I, N)
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// example: BeforeHit += BeforeSpellHitFn(class::function);
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// where function is void function(SpellMissInfo missInfo)
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HookList<BeforeHitHandler> BeforeHit;
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#define BeforeSpellHitFn(F) BeforeHitHandlerFunction(&F)
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// example: OnHit += SpellHitFn(class::function);
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HookList<HitHandler> OnHit;
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// example: AfterHit += SpellHitFn(class::function);
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HookList<HitHandler> AfterHit;
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// where function is: void function()
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#define SpellHitFn(F) HitHandlerFunction(&F)
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// example: OnObjectAreaTargetSelect += SpellObjectAreaTargetSelectFn(class::function, EffectIndexSpecifier, TargetsNameSpecifier);
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// where function is void function(std::list<WorldObject*>& targets)
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HookList<ObjectAreaTargetSelectHandler> OnObjectAreaTargetSelect;
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#define SpellObjectAreaTargetSelectFn(F, I, N) ObjectAreaTargetSelectHandlerFunction(&F, I, N)
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// example: OnObjectTargetSelect += SpellObjectTargetSelectFn(class::function, EffectIndexSpecifier, TargetsNameSpecifier);
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// where function is void function(WorldObject*& target)
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HookList<ObjectTargetSelectHandler> OnObjectTargetSelect;
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#define SpellObjectTargetSelectFn(F, I, N) ObjectTargetSelectHandlerFunction(&F, I, N)
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// example: OnDestinationTargetSelect += SpellDestinationTargetSelectFn(class::function, EffectIndexSpecifier, TargetsNameSpecifier);
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// where function is void function(SpellDestination& target)
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HookList<DestinationTargetSelectHandler> OnDestinationTargetSelect;
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#define SpellDestinationTargetSelectFn(F, I, N) DestinationTargetSelectHandlerFunction(&F, I, N)
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// hooks are executed in following order, at specified event of spell:
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// 1. BeforeCast - executed when spell preparation is finished (when cast bar becomes full) before cast is handled
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// 2. OnCheckCast - allows to override result of CheckCast function
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// 3a. OnObjectAreaTargetSelect - executed just before adding selected targets to final target list (for area targets)
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// 3b. OnObjectTargetSelect - executed just before adding selected target to final target list (for single unit targets)
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// 3c. OnDestinationTargetSelect - executed just before adding selected target to final target list (for destination targets)
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// 4. OnCast - executed just before spell is launched (creates missile) or executed
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// 5. AfterCast - executed after spell missile is launched and immediate spell actions are done
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// 6. OnEffectLaunch - executed just before specified effect handler call - when spell missile is launched
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// 7. OnEffectLaunchTarget - executed just before specified effect handler call - when spell missile is launched - called for each target from spell target map
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// 8. OnEffectHit - executed just before specified effect handler call - when spell missile hits dest
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// 9. BeforeHit - executed just before spell hits a target - called for each target from spell target map
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// 10. OnEffectHitTarget - executed just before specified effect handler call - called for each target from spell target map
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// 11. OnHit - executed just before spell deals damage and procs auras - when spell hits target - called for each target from spell target map
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// 12. AfterHit - executed just after spell finishes all it's jobs for target - called for each target from spell target map
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// this hook is only executed after a successful dispel of any aura
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// OnEffectSuccessfulDispel - executed just after effect successfully dispelled aura(s)
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//
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// methods allowing interaction with Spell object
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//
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// methods useable during all spell handling phases
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Unit* GetCaster() const;
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Unit* GetOriginalCaster() const;
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SpellInfo const* GetSpellInfo() const;
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SpellValue const* GetSpellValue() const;
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SpellEffectInfo const* GetEffectInfo(SpellEffIndex effIndex) const;
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// methods useable after spell is prepared
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// accessors to the explicit targets of the spell
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// explicit target - target selected by caster (player, game client, or script - DoCast(explicitTarget, ...), required for spell to be cast
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// examples:
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// -shadowstep - explicit target is the unit you want to go behind of
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// -chain heal - explicit target is the unit to be healed first
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// -holy nova/arcane explosion - explicit target = NULL because target you are selecting doesn't affect how spell targets are selected
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// you can determine if spell requires explicit targets by dbc columns:
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// - Targets - mask of explicit target types
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// - ImplicitTargetXX set to TARGET_XXX_TARGET_YYY, _TARGET_ here means that explicit target is used by the effect, so spell needs one too
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// returns: WorldLocation which was selected as a spell destination or NULL
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WorldLocation const* GetExplTargetDest() const;
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void SetExplTargetDest(WorldLocation& loc);
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// returns: WorldObject which was selected as an explicit spell target or NULL if there's no target
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WorldObject* GetExplTargetWorldObject() const;
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// returns: Unit which was selected as an explicit spell target or NULL if there's no target
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Unit* GetExplTargetUnit() const;
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// returns: GameObject which was selected as an explicit spell target or NULL if there's no target
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GameObject* GetExplTargetGObj() const;
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// returns: Item which was selected as an explicit spell target or NULL if there's no target
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Item* GetExplTargetItem() const;
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// methods useable only during spell hit on target, or during spell launch on target:
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// returns: target of current effect if it was Unit otherwise NULL
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Unit* GetHitUnit() const;
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// returns: target of current effect if it was Creature otherwise NULL
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Creature* GetHitCreature() const;
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// returns: target of current effect if it was Player otherwise NULL
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Player* GetHitPlayer() const;
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// returns: target of current effect if it was Item otherwise NULL
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Item* GetHitItem() const;
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// returns: target of current effect if it was GameObject otherwise NULL
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GameObject* GetHitGObj() const;
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// returns: destination of current effect
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WorldLocation* GetHitDest() const;
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|
// setter/getter for for damage done by spell to target of spell hit
|
|
// returns damage calculated before hit, and real dmg done after hit
|
|
int32 GetHitDamage() const;
|
|
void SetHitDamage(int32 damage);
|
|
void PreventHitDamage() { SetHitDamage(0); }
|
|
// setter/getter for for heal done by spell to target of spell hit
|
|
// returns healing calculated before hit, and real dmg done after hit
|
|
int32 GetHitHeal() const;
|
|
void SetHitHeal(int32 heal);
|
|
void PreventHitHeal() { SetHitHeal(0); }
|
|
Spell* GetSpell() const { return m_spell; }
|
|
// returns current spell hit target aura
|
|
Aura* GetHitAura() const;
|
|
// prevents applying aura on current spell hit target
|
|
void PreventHitAura();
|
|
|
|
// prevents effect execution on current spell hit target
|
|
// including other effect/hit scripts
|
|
// will not work on aura/damage/heal
|
|
// will not work if effects were already handled
|
|
void PreventHitEffect(SpellEffIndex effIndex);
|
|
|
|
// prevents default effect execution on current spell hit target
|
|
// will not work on aura/damage/heal effects
|
|
// will not work if effects were already handled
|
|
void PreventHitDefaultEffect(SpellEffIndex effIndex);
|
|
|
|
// method available only in EffectHandler method
|
|
SpellEffectInfo const* GetEffectInfo() const;
|
|
int32 GetEffectValue() const;
|
|
void SetEffectValue(int32 value);
|
|
|
|
// returns: cast item if present.
|
|
Item* GetCastItem() const;
|
|
|
|
// Creates item. Calls Spell::DoCreateItem method.
|
|
void CreateItem(uint32 effIndex, uint32 itemId);
|
|
|
|
// Returns SpellInfo from the spell that triggered the current one
|
|
SpellInfo const* GetTriggeringSpell() const;
|
|
|
|
// finishes spellcast prematurely with selected error message
|
|
void FinishCast(SpellCastResult result);
|
|
|
|
void SetCustomCastResultMessage(SpellCustomErrors result);
|
|
};
|
|
|
|
// AuraScript interface - enum used for runtime checks of script function calls
|
|
enum AuraScriptHookType
|
|
{
|
|
AURA_SCRIPT_HOOK_EFFECT_APPLY = SPELL_SCRIPT_STATE_END,
|
|
AURA_SCRIPT_HOOK_EFFECT_AFTER_APPLY,
|
|
AURA_SCRIPT_HOOK_EFFECT_REMOVE,
|
|
AURA_SCRIPT_HOOK_EFFECT_AFTER_REMOVE,
|
|
AURA_SCRIPT_HOOK_EFFECT_PERIODIC,
|
|
AURA_SCRIPT_HOOK_EFFECT_UPDATE_PERIODIC,
|
|
AURA_SCRIPT_HOOK_EFFECT_CALC_AMOUNT,
|
|
AURA_SCRIPT_HOOK_EFFECT_CALC_PERIODIC,
|
|
AURA_SCRIPT_HOOK_EFFECT_CALC_SPELLMOD,
|
|
AURA_SCRIPT_HOOK_EFFECT_ABSORB,
|
|
AURA_SCRIPT_HOOK_EFFECT_AFTER_ABSORB,
|
|
AURA_SCRIPT_HOOK_EFFECT_MANASHIELD,
|
|
AURA_SCRIPT_HOOK_EFFECT_AFTER_MANASHIELD,
|
|
AURA_SCRIPT_HOOK_EFFECT_SPLIT,
|
|
AURA_SCRIPT_HOOK_CHECK_AREA_TARGET,
|
|
AURA_SCRIPT_HOOK_DISPEL,
|
|
AURA_SCRIPT_HOOK_AFTER_DISPEL,
|
|
// Spell Proc Hooks
|
|
AURA_SCRIPT_HOOK_CHECK_PROC,
|
|
AURA_SCRIPT_HOOK_PREPARE_PROC,
|
|
AURA_SCRIPT_HOOK_PROC,
|
|
AURA_SCRIPT_HOOK_EFFECT_PROC,
|
|
AURA_SCRIPT_HOOK_EFFECT_AFTER_PROC,
|
|
AURA_SCRIPT_HOOK_AFTER_PROC,
|
|
/*AURA_SCRIPT_HOOK_APPLY,
|
|
AURA_SCRIPT_HOOK_REMOVE, */
|
|
};
|
|
/*
|
|
#define HOOK_AURA_EFFECT_START HOOK_AURA_EFFECT_APPLY
|
|
#define HOOK_AURA_EFFECT_END HOOK_AURA_EFFECT_CALC_SPELLMOD + 1
|
|
#define HOOK_AURA_EFFECT_COUNT HOOK_AURA_EFFECT_END - HOOK_AURA_EFFECT_START
|
|
*/
|
|
class TC_GAME_API AuraScript : public _SpellScript
|
|
{
|
|
// internal use classes & functions
|
|
// DO NOT OVERRIDE THESE IN SCRIPTS
|
|
public:
|
|
|
|
#define AURASCRIPT_FUNCTION_TYPE_DEFINES(CLASSNAME) \
|
|
typedef bool(CLASSNAME::*AuraCheckAreaTargetFnType)(Unit* target); \
|
|
typedef void(CLASSNAME::*AuraDispelFnType)(DispelInfo* dispelInfo); \
|
|
typedef void(CLASSNAME::*AuraEffectApplicationModeFnType)(AuraEffect const*, AuraEffectHandleModes); \
|
|
typedef void(CLASSNAME::*AuraEffectPeriodicFnType)(AuraEffect const*); \
|
|
typedef void(CLASSNAME::*AuraEffectUpdatePeriodicFnType)(AuraEffect*); \
|
|
typedef void(CLASSNAME::*AuraEffectCalcAmountFnType)(AuraEffect const*, int32 &, bool &); \
|
|
typedef void(CLASSNAME::*AuraEffectCalcPeriodicFnType)(AuraEffect const*, bool &, int32 &); \
|
|
typedef void(CLASSNAME::*AuraEffectCalcSpellModFnType)(AuraEffect const*, SpellModifier* &); \
|
|
typedef void(CLASSNAME::*AuraEffectAbsorbFnType)(AuraEffect*, DamageInfo &, uint32 &); \
|
|
typedef void(CLASSNAME::*AuraEffectSplitFnType)(AuraEffect*, DamageInfo &, uint32 &); \
|
|
typedef bool(CLASSNAME::*AuraCheckProcFnType)(ProcEventInfo&); \
|
|
typedef void(CLASSNAME::*AuraProcFnType)(ProcEventInfo&); \
|
|
typedef void(CLASSNAME::*AuraEffectProcFnType)(AuraEffect const*, ProcEventInfo&); \
|
|
|
|
AURASCRIPT_FUNCTION_TYPE_DEFINES(AuraScript)
|
|
|
|
class TC_GAME_API CheckAreaTargetHandler
|
|
{
|
|
public:
|
|
CheckAreaTargetHandler(AuraCheckAreaTargetFnType pHandlerScript);
|
|
bool Call(AuraScript* auraScript, Unit* target);
|
|
private:
|
|
AuraCheckAreaTargetFnType pHandlerScript;
|
|
};
|
|
class TC_GAME_API AuraDispelHandler
|
|
{
|
|
public:
|
|
AuraDispelHandler(AuraDispelFnType pHandlerScript);
|
|
void Call(AuraScript* auraScript, DispelInfo* dispelInfo);
|
|
private:
|
|
AuraDispelFnType pHandlerScript;
|
|
};
|
|
class TC_GAME_API EffectBase : public _SpellScript::EffectAuraNameCheck, public _SpellScript::EffectHook
|
|
{
|
|
public:
|
|
EffectBase(uint8 _effIndex, uint16 _effName);
|
|
std::string ToString() const;
|
|
bool CheckEffect(SpellInfo const* spellInfo, uint8 effIndex) const override;
|
|
};
|
|
class TC_GAME_API EffectPeriodicHandler : public EffectBase
|
|
{
|
|
public:
|
|
EffectPeriodicHandler(AuraEffectPeriodicFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName);
|
|
void Call(AuraScript* auraScript, AuraEffect const* _aurEff);
|
|
private:
|
|
AuraEffectPeriodicFnType pEffectHandlerScript;
|
|
};
|
|
class TC_GAME_API EffectUpdatePeriodicHandler : public EffectBase
|
|
{
|
|
public:
|
|
EffectUpdatePeriodicHandler(AuraEffectUpdatePeriodicFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName);
|
|
void Call(AuraScript* auraScript, AuraEffect* aurEff);
|
|
private:
|
|
AuraEffectUpdatePeriodicFnType pEffectHandlerScript;
|
|
};
|
|
class TC_GAME_API EffectCalcAmountHandler : public EffectBase
|
|
{
|
|
public:
|
|
EffectCalcAmountHandler(AuraEffectCalcAmountFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName);
|
|
void Call(AuraScript* auraScript, AuraEffect const* aurEff, int32 & amount, bool & canBeRecalculated);
|
|
private:
|
|
AuraEffectCalcAmountFnType pEffectHandlerScript;
|
|
};
|
|
class TC_GAME_API EffectCalcPeriodicHandler : public EffectBase
|
|
{
|
|
public:
|
|
EffectCalcPeriodicHandler(AuraEffectCalcPeriodicFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName);
|
|
void Call(AuraScript* auraScript, AuraEffect const* aurEff, bool & isPeriodic, int32 & periodicTimer);
|
|
private:
|
|
AuraEffectCalcPeriodicFnType pEffectHandlerScript;
|
|
};
|
|
class TC_GAME_API EffectCalcSpellModHandler : public EffectBase
|
|
{
|
|
public:
|
|
EffectCalcSpellModHandler(AuraEffectCalcSpellModFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName);
|
|
void Call(AuraScript* auraScript, AuraEffect const* aurEff, SpellModifier* & spellMod);
|
|
private:
|
|
AuraEffectCalcSpellModFnType pEffectHandlerScript;
|
|
};
|
|
class TC_GAME_API EffectApplyHandler : public EffectBase
|
|
{
|
|
public:
|
|
EffectApplyHandler(AuraEffectApplicationModeFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName, AuraEffectHandleModes _mode);
|
|
void Call(AuraScript* auraScript, AuraEffect const* _aurEff, AuraEffectHandleModes _mode);
|
|
private:
|
|
AuraEffectApplicationModeFnType pEffectHandlerScript;
|
|
AuraEffectHandleModes mode;
|
|
};
|
|
class TC_GAME_API EffectAbsorbHandler : public EffectBase
|
|
{
|
|
public:
|
|
EffectAbsorbHandler(AuraEffectAbsorbFnType _pEffectHandlerScript, uint8 _effIndex);
|
|
void Call(AuraScript* auraScript, AuraEffect* aurEff, DamageInfo & dmgInfo, uint32 & absorbAmount);
|
|
private:
|
|
AuraEffectAbsorbFnType pEffectHandlerScript;
|
|
};
|
|
class TC_GAME_API EffectManaShieldHandler : public EffectBase
|
|
{
|
|
public:
|
|
EffectManaShieldHandler(AuraEffectAbsorbFnType _pEffectHandlerScript, uint8 _effIndex);
|
|
void Call(AuraScript* auraScript, AuraEffect* aurEff, DamageInfo & dmgInfo, uint32 & absorbAmount);
|
|
private:
|
|
AuraEffectAbsorbFnType pEffectHandlerScript;
|
|
};
|
|
class TC_GAME_API EffectSplitHandler : public EffectBase
|
|
{
|
|
public:
|
|
EffectSplitHandler(AuraEffectSplitFnType _pEffectHandlerScript, uint8 _effIndex);
|
|
void Call(AuraScript* auraScript, AuraEffect* aurEff, DamageInfo & dmgInfo, uint32 & splitAmount);
|
|
private:
|
|
AuraEffectSplitFnType pEffectHandlerScript;
|
|
};
|
|
class TC_GAME_API CheckProcHandler
|
|
{
|
|
public:
|
|
CheckProcHandler(AuraCheckProcFnType handlerScript);
|
|
bool Call(AuraScript* auraScript, ProcEventInfo& eventInfo);
|
|
private:
|
|
AuraCheckProcFnType _HandlerScript;
|
|
};
|
|
class TC_GAME_API AuraProcHandler
|
|
{
|
|
public:
|
|
AuraProcHandler(AuraProcFnType handlerScript);
|
|
void Call(AuraScript* auraScript, ProcEventInfo& eventInfo);
|
|
private:
|
|
AuraProcFnType _HandlerScript;
|
|
};
|
|
class TC_GAME_API EffectProcHandler : public EffectBase
|
|
{
|
|
public:
|
|
EffectProcHandler(AuraEffectProcFnType effectHandlerScript, uint8 effIndex, uint16 effName);
|
|
void Call(AuraScript* auraScript, AuraEffect const* aurEff, ProcEventInfo& eventInfo);
|
|
private:
|
|
AuraEffectProcFnType _EffectHandlerScript;
|
|
};
|
|
|
|
#define AURASCRIPT_FUNCTION_CAST_DEFINES(CLASSNAME) \
|
|
class CheckAreaTargetFunction : public AuraScript::CheckAreaTargetHandler { public: CheckAreaTargetFunction(AuraCheckAreaTargetFnType _pHandlerScript) : AuraScript::CheckAreaTargetHandler((AuraScript::AuraCheckAreaTargetFnType)_pHandlerScript) { } }; \
|
|
class AuraDispelFunction : public AuraScript::AuraDispelHandler { public: AuraDispelFunction(AuraDispelFnType _pHandlerScript) : AuraScript::AuraDispelHandler((AuraScript::AuraDispelFnType)_pHandlerScript) { } }; \
|
|
class EffectPeriodicHandlerFunction : public AuraScript::EffectPeriodicHandler { public: EffectPeriodicHandlerFunction(AuraEffectPeriodicFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName) : AuraScript::EffectPeriodicHandler((AuraScript::AuraEffectPeriodicFnType)_pEffectHandlerScript, _effIndex, _effName) { } }; \
|
|
class EffectUpdatePeriodicHandlerFunction : public AuraScript::EffectUpdatePeriodicHandler { public: EffectUpdatePeriodicHandlerFunction(AuraEffectUpdatePeriodicFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName) : AuraScript::EffectUpdatePeriodicHandler((AuraScript::AuraEffectUpdatePeriodicFnType)_pEffectHandlerScript, _effIndex, _effName) { } }; \
|
|
class EffectCalcAmountHandlerFunction : public AuraScript::EffectCalcAmountHandler { public: EffectCalcAmountHandlerFunction(AuraEffectCalcAmountFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName) : AuraScript::EffectCalcAmountHandler((AuraScript::AuraEffectCalcAmountFnType)_pEffectHandlerScript, _effIndex, _effName) { } }; \
|
|
class EffectCalcPeriodicHandlerFunction : public AuraScript::EffectCalcPeriodicHandler { public: EffectCalcPeriodicHandlerFunction(AuraEffectCalcPeriodicFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName) : AuraScript::EffectCalcPeriodicHandler((AuraScript::AuraEffectCalcPeriodicFnType)_pEffectHandlerScript, _effIndex, _effName) { } }; \
|
|
class EffectCalcSpellModHandlerFunction : public AuraScript::EffectCalcSpellModHandler { public: EffectCalcSpellModHandlerFunction(AuraEffectCalcSpellModFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName) : AuraScript::EffectCalcSpellModHandler((AuraScript::AuraEffectCalcSpellModFnType)_pEffectHandlerScript, _effIndex, _effName) { } }; \
|
|
class EffectApplyHandlerFunction : public AuraScript::EffectApplyHandler { public: EffectApplyHandlerFunction(AuraEffectApplicationModeFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName, AuraEffectHandleModes _mode) : AuraScript::EffectApplyHandler((AuraScript::AuraEffectApplicationModeFnType)_pEffectHandlerScript, _effIndex, _effName, _mode) { } }; \
|
|
class EffectAbsorbFunction : public AuraScript::EffectAbsorbHandler { public: EffectAbsorbFunction(AuraEffectAbsorbFnType _pEffectHandlerScript, uint8 _effIndex) : AuraScript::EffectAbsorbHandler((AuraScript::AuraEffectAbsorbFnType)_pEffectHandlerScript, _effIndex) { } }; \
|
|
class EffectManaShieldFunction : public AuraScript::EffectManaShieldHandler { public: EffectManaShieldFunction(AuraEffectAbsorbFnType _pEffectHandlerScript, uint8 _effIndex) : AuraScript::EffectManaShieldHandler((AuraScript::AuraEffectAbsorbFnType)_pEffectHandlerScript, _effIndex) { } }; \
|
|
class EffectSplitFunction : public AuraScript::EffectSplitHandler { public: EffectSplitFunction(AuraEffectSplitFnType _pEffectHandlerScript, uint8 _effIndex) : AuraScript::EffectSplitHandler((AuraScript::AuraEffectSplitFnType)_pEffectHandlerScript, _effIndex) { } }; \
|
|
class CheckProcHandlerFunction : public AuraScript::CheckProcHandler { public: CheckProcHandlerFunction(AuraCheckProcFnType handlerScript) : AuraScript::CheckProcHandler((AuraScript::AuraCheckProcFnType)handlerScript) { } }; \
|
|
class AuraProcHandlerFunction : public AuraScript::AuraProcHandler { public: AuraProcHandlerFunction(AuraProcFnType handlerScript) : AuraScript::AuraProcHandler((AuraScript::AuraProcFnType)handlerScript) { } }; \
|
|
class EffectProcHandlerFunction : public AuraScript::EffectProcHandler { public: EffectProcHandlerFunction(AuraEffectProcFnType effectHandlerScript, uint8 effIndex, uint16 effName) : AuraScript::EffectProcHandler((AuraScript::AuraEffectProcFnType)effectHandlerScript, effIndex, effName) { } }
|
|
|
|
#define PrepareAuraScript(CLASSNAME) AURASCRIPT_FUNCTION_TYPE_DEFINES(CLASSNAME) AURASCRIPT_FUNCTION_CAST_DEFINES(CLASSNAME)
|
|
|
|
public:
|
|
AuraScript() : _SpellScript(), m_aura(NULL), m_auraApplication(NULL), m_defaultActionPrevented(false)
|
|
{ }
|
|
bool _Validate(SpellInfo const* entry) override;
|
|
bool _Load(Aura* aura);
|
|
void _PrepareScriptCall(AuraScriptHookType hookType, AuraApplication const* aurApp = NULL);
|
|
void _FinishScriptCall();
|
|
bool _IsDefaultActionPrevented() const;
|
|
private:
|
|
Aura* m_aura;
|
|
AuraApplication const* m_auraApplication;
|
|
bool m_defaultActionPrevented;
|
|
|
|
class TC_GAME_API ScriptStateStore
|
|
{
|
|
public:
|
|
AuraApplication const* _auraApplication;
|
|
uint8 _currentScriptState;
|
|
bool _defaultActionPrevented;
|
|
ScriptStateStore(uint8 currentScriptState, AuraApplication const* auraApplication, bool defaultActionPrevented)
|
|
: _auraApplication(auraApplication), _currentScriptState(currentScriptState), _defaultActionPrevented(defaultActionPrevented)
|
|
{ }
|
|
};
|
|
typedef std::stack<ScriptStateStore> ScriptStateStack;
|
|
ScriptStateStack m_scriptStates;
|
|
|
|
public:
|
|
//
|
|
// AuraScript interface
|
|
// hooks to which you can attach your functions
|
|
//
|
|
// executed when area aura checks if it can be applied on target
|
|
// example: OnEffectApply += AuraEffectApplyFn(class::function);
|
|
// where function is: bool function (Unit* target);
|
|
HookList<CheckAreaTargetHandler> DoCheckAreaTarget;
|
|
#define AuraCheckAreaTargetFn(F) CheckAreaTargetFunction(&F)
|
|
|
|
// executed when aura is dispelled by a unit
|
|
// example: OnDispel += AuraDispelFn(class::function);
|
|
// where function is: void function (DispelInfo* dispelInfo);
|
|
HookList<AuraDispelHandler> OnDispel;
|
|
// executed after aura is dispelled by a unit
|
|
// example: AfterDispel += AuraDispelFn(class::function);
|
|
// where function is: void function (DispelInfo* dispelInfo);
|
|
HookList<AuraDispelHandler> AfterDispel;
|
|
#define AuraDispelFn(F) AuraDispelFunction(&F)
|
|
|
|
// executed when aura effect is applied with specified mode to target
|
|
// should be used when when effect handler preventing/replacing is needed, do not use this hook for triggering spellcasts/removing auras etc - may be unsafe
|
|
// example: OnEffectApply += AuraEffectApplyFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier, AuraEffectHandleModes);
|
|
// where function is: void function (AuraEffect const* aurEff, AuraEffectHandleModes mode);
|
|
HookList<EffectApplyHandler> OnEffectApply;
|
|
// executed after aura effect is applied with specified mode to target
|
|
// example: AfterEffectApply += AuraEffectApplyFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier, AuraEffectHandleModes);
|
|
// where function is: void function (AuraEffect const* aurEff, AuraEffectHandleModes mode);
|
|
HookList<EffectApplyHandler> AfterEffectApply;
|
|
#define AuraEffectApplyFn(F, I, N, M) EffectApplyHandlerFunction(&F, I, N, M)
|
|
|
|
// executed after aura effect is removed with specified mode from target
|
|
// should be used when when effect handler preventing/replacing is needed, do not use this hook for triggering spellcasts/removing auras etc - may be unsafe
|
|
// example: OnEffectRemove += AuraEffectRemoveFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier, AuraEffectHandleModes);
|
|
// where function is: void function (AuraEffect const* aurEff, AuraEffectHandleModes mode);
|
|
HookList<EffectApplyHandler> OnEffectRemove;
|
|
// executed when aura effect is removed with specified mode from target
|
|
// example: AfterEffectRemove += AuraEffectRemoveFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier, AuraEffectHandleModes);
|
|
// where function is: void function (AuraEffect const* aurEff, AuraEffectHandleModes mode);
|
|
HookList<EffectApplyHandler> AfterEffectRemove;
|
|
#define AuraEffectRemoveFn(F, I, N, M) EffectApplyHandlerFunction(&F, I, N, M)
|
|
|
|
// executed when periodic aura effect ticks on target
|
|
// example: OnEffectPeriodic += AuraEffectPeriodicFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
|
|
// where function is: void function (AuraEffect const* aurEff);
|
|
HookList<EffectPeriodicHandler> OnEffectPeriodic;
|
|
#define AuraEffectPeriodicFn(F, I, N) EffectPeriodicHandlerFunction(&F, I, N)
|
|
|
|
// executed when periodic aura effect is updated
|
|
// example: OnEffectUpdatePeriodic += AuraEffectUpdatePeriodicFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
|
|
// where function is: void function (AuraEffect* aurEff);
|
|
HookList<EffectUpdatePeriodicHandler> OnEffectUpdatePeriodic;
|
|
#define AuraEffectUpdatePeriodicFn(F, I, N) EffectUpdatePeriodicHandlerFunction(&F, I, N)
|
|
|
|
// executed when aura effect calculates amount
|
|
// example: DoEffectCalcAmount += AuraEffectCalcAmounFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
|
|
// where function is: void function (AuraEffect* aurEff, int32& amount, bool& canBeRecalculated);
|
|
HookList<EffectCalcAmountHandler> DoEffectCalcAmount;
|
|
#define AuraEffectCalcAmountFn(F, I, N) EffectCalcAmountHandlerFunction(&F, I, N)
|
|
|
|
// executed when aura effect calculates periodic data
|
|
// example: DoEffectCalcPeriodic += AuraEffectCalcPeriodicFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
|
|
// where function is: void function (AuraEffect const* aurEff, bool& isPeriodic, int32& amplitude);
|
|
HookList<EffectCalcPeriodicHandler> DoEffectCalcPeriodic;
|
|
#define AuraEffectCalcPeriodicFn(F, I, N) EffectCalcPeriodicHandlerFunction(&F, I, N)
|
|
|
|
// executed when aura effect calculates spellmod
|
|
// example: DoEffectCalcSpellMod += AuraEffectCalcSpellModFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
|
|
// where function is: void function (AuraEffect const* aurEff, SpellModifier*& spellMod);
|
|
HookList<EffectCalcSpellModHandler> DoEffectCalcSpellMod;
|
|
#define AuraEffectCalcSpellModFn(F, I, N) EffectCalcSpellModHandlerFunction(&F, I, N)
|
|
|
|
// executed when absorb aura effect is going to reduce damage
|
|
// example: OnEffectAbsorb += AuraEffectAbsorbFn(class::function, EffectIndexSpecifier);
|
|
// where function is: void function (AuraEffect const* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount);
|
|
HookList<EffectAbsorbHandler> OnEffectAbsorb;
|
|
#define AuraEffectAbsorbFn(F, I) EffectAbsorbFunction(&F, I)
|
|
|
|
// executed after absorb aura effect reduced damage to target - absorbAmount is real amount absorbed by aura
|
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// example: AfterEffectAbsorb += AuraEffectAbsorbFn(class::function, EffectIndexSpecifier);
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// where function is: void function (AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount);
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HookList<EffectAbsorbHandler> AfterEffectAbsorb;
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// executed when mana shield aura effect is going to reduce damage
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// example: OnEffectManaShield += AuraEffectAbsorbFn(class::function, EffectIndexSpecifier);
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// where function is: void function (AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount);
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HookList<EffectManaShieldHandler> OnEffectManaShield;
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#define AuraEffectManaShieldFn(F, I) EffectManaShieldFunction(&F, I)
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// executed after mana shield aura effect reduced damage to target - absorbAmount is real amount absorbed by aura
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// example: AfterEffectManaShield += AuraEffectAbsorbFn(class::function, EffectIndexSpecifier);
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// where function is: void function (AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount);
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HookList<EffectManaShieldHandler> AfterEffectManaShield;
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// executed when the caster of some spell with split dmg aura gets damaged through it
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// example: OnEffectSplit += AuraEffectSplitFn(class::function, EffectIndexSpecifier);
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// where function is: void function (AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& splitAmount);
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HookList<EffectSplitHandler> OnEffectSplit;
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#define AuraEffectSplitFn(F, I) EffectSplitFunction(&F, I)
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// executed when aura checks if it can proc
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// example: DoCheckProc += AuraCheckProcFn(class::function);
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// where function is: bool function (ProcEventInfo& eventInfo);
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HookList<CheckProcHandler> DoCheckProc;
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#define AuraCheckProcFn(F) CheckProcHandlerFunction(&F)
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// executed before aura procs (possibility to prevent charge drop/cooldown)
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// example: DoPrepareProc += AuraProcFn(class::function);
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// where function is: void function (ProcEventInfo& eventInfo);
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HookList<AuraProcHandler> DoPrepareProc;
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// executed when aura procs
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// example: OnProc += AuraProcFn(class::function);
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// where function is: void function (ProcEventInfo& eventInfo);
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HookList<AuraProcHandler> OnProc;
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// executed after aura proced
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// example: AfterProc += AuraProcFn(class::function);
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// where function is: void function (ProcEventInfo& eventInfo);
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HookList<AuraProcHandler> AfterProc;
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#define AuraProcFn(F) AuraProcHandlerFunction(&F)
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// executed when aura effect procs
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// example: OnEffectProc += AuraEffectProcFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
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// where function is: void function (AuraEffect const* aurEff, ProcEventInfo& procInfo);
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HookList<EffectProcHandler> OnEffectProc;
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// executed after aura effect proced
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// example: AfterEffectProc += AuraEffectProcFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
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// where function is: void function (AuraEffect const* aurEff, ProcEventInfo& procInfo);
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HookList<EffectProcHandler> AfterEffectProc;
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#define AuraEffectProcFn(F, I, N) EffectProcHandlerFunction(&F, I, N)
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// AuraScript interface - hook/effect execution manipulators
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// prevents default action of a hook from being executed (works only while called in a hook which default action can be prevented)
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void PreventDefaultAction();
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// AuraScript interface - functions which are redirecting to Aura class
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// returns proto of the spell
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SpellInfo const* GetSpellInfo() const;
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// returns spellid of the spell
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uint32 GetId() const;
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// returns guid of object which cast the aura (m_originalCaster of the Spell class)
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ObjectGuid GetCasterGUID() const;
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// returns unit which cast the aura or NULL if not avalible (caster logged out for example)
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Unit* GetCaster() const;
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// returns object on which aura was cast, target for non-area auras, area aura source for area auras
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WorldObject* GetOwner() const;
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// returns owner if it's unit or unit derived object, NULL otherwise (only for persistent area auras NULL is returned)
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Unit* GetUnitOwner() const;
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// returns owner if it's dynobj, NULL otherwise
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DynamicObject* GetDynobjOwner() const;
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// removes aura with remove mode (see AuraRemoveMode enum)
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void Remove(AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
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// returns aura object of script
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Aura* GetAura() const;
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// returns type of the aura, may be dynobj owned aura or unit owned aura
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AuraObjectType GetType() const;
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// aura duration manipulation - when duration goes to 0 aura is removed
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int32 GetDuration() const;
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void SetDuration(int32 duration, bool withMods = false);
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// sets duration to maxduration
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void RefreshDuration();
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time_t GetApplyTime() const;
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int32 GetMaxDuration() const;
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void SetMaxDuration(int32 duration);
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int32 CalcMaxDuration() const;
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// expired - duration just went to 0
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bool IsExpired() const;
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// permament - has infinite duration
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bool IsPermanent() const;
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// charges manipulation - 0 - not charged aura
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uint8 GetCharges() const;
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void SetCharges(uint8 charges);
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uint8 CalcMaxCharges() const;
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bool ModCharges(int8 num, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
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// returns true if last charge dropped
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bool DropCharge(AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
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// stack amount manipulation
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uint8 GetStackAmount() const;
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void SetStackAmount(uint8 num);
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bool ModStackAmount(int32 num, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
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// passive - "working in background", not saved, not removed by immunities, not seen by player
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bool IsPassive() const;
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// death persistent - not removed on death
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bool IsDeathPersistent() const;
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// check if aura has effect of given effindex
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bool HasEffect(uint8 effIndex) const;
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// returns aura effect of given effect index or NULL
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AuraEffect* GetEffect(uint8 effIndex) const;
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// check if aura has effect of given aura type
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bool HasEffectType(AuraType type) const;
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// AuraScript interface - functions which are redirecting to AuraApplication class
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// Do not call these in hooks in which AuraApplication is not avalible, otherwise result will differ from expected (the functions will return NULL)
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// returns currently processed target of an aura
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// Return value does not need to be NULL-checked, the only situation this will (always)
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// return NULL is when the call happens in an unsupported hook, in other cases, it is always valid
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Unit* GetTarget() const;
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// returns AuraApplication object of currently processed target
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AuraApplication const* GetTargetApplication() const;
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};
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//
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// definitions:
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//
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// EffectIndexSpecifier - specifies conditions for effects
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// EFFECT_0 - first effect matches
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// EFFECT_1 - second effect matches
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// EFFECT_2 - third effect matches
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// EFFECT_FIRST_FOUND - first effect matching other conditions matches
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// EFFECT_ALL - all effects of spell match
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//
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// EffectNameSpecifier - specifies conditions for spell effect names
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// SPELL_EFFECT_ANY - any effect but not 0 matches condition
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// SPELL_EFFECT_XXX - one of values of enum SpellEffects - effect with equal name matches
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//
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#endif // __SPELL_SCRIPT_H
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