mirror of
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594 lines
30 KiB
C++
Executable File
594 lines
30 KiB
C++
Executable File
/*
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* Copyright (C) 2008-2011 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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class Unit;
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struct SpellEntry;
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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 _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(SpellEntry const * entry);
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public:
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virtual ~_SpellScript() {}
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virtual void _Register();
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virtual void _Unload();
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virtual void _Init(const std::string * scriptname, uint32 spellId);
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protected:
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class EffectHook
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{
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public:
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EffectHook(uint8 _effIndex);
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uint8 GetAffectedEffectsMask(SpellEntry const * spellEntry);
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bool IsEffectAffected(SpellEntry const * spellEntry, uint8 effIndex);
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virtual bool CheckEffect(SpellEntry const * spellEntry, uint8 effIndex) = 0;
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std::string EffIndexToString();
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protected:
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uint8 effIndex;
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};
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class 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(SpellEntry const * spellEntry, uint8 effIndex);
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std::string ToString();
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private:
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uint16 effName;
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};
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class 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(SpellEntry const * spellEntry, uint8 effIndex);
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std::string ToString();
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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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const std::string * m_scriptName;
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uint32 m_scriptSpellId;
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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(SpellEntry const * /*spellEntry*/) {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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};
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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 = SPELL_SCRIPT_STATE_END,
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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_UNIT_TARGET_SELECT,
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};
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#define HOOK_SPELL_HIT_START SPELL_SCRIPT_HOOK_EFFECT
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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_UNIT_TARGET_SELECT + 1
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#define HOOK_SPELL_COUNT HOOK_SPELL_END - HOOK_SPELL_START
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class 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 void(CLASSNAME::*SpellEffectFnType)(SpellEffIndex); \
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typedef void(CLASSNAME::*SpellHitFnType)(); \
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typedef void(CLASSNAME::*SpellUnitTargetFnType)(std::list<Unit*>&); \
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SPELLSCRIPT_FUNCTION_TYPE_DEFINES(SpellScript)
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class 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();
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bool CheckEffect(SpellEntry const * spellEntry, uint8 effIndex);
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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 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 UnitTargetHandler : public _SpellScript::EffectHook
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{
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public:
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UnitTargetHandler(SpellUnitTargetFnType _pUnitTargetHandlerScript, uint8 _effIndex, uint16 _targetType);
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std::string ToString();
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bool CheckEffect(SpellEntry const * spellEntry, uint8 targetType);
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void Call(SpellScript * spellScript, std::list<Unit*>& unitTargets);
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private:
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SpellUnitTargetFnType pUnitTargetHandlerScript;
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uint16 targetType;
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};
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#define SPELLSCRIPT_FUNCTION_CAST_DEFINES(CLASSNAME) \
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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 UnitTargetHandlerFunction : public SpellScript::UnitTargetHandler { public: UnitTargetHandlerFunction(SpellUnitTargetFnType _pUnitTargetHandlerScript, uint8 _effIndex, uint16 _targetType) : SpellScript::UnitTargetHandler((SpellScript::SpellUnitTargetFnType)_pUnitTargetHandlerScript, _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(SpellEntry const * entry);
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bool _Load(Spell * spell);
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void _InitHit();
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bool _IsEffectPrevented(SpellEffIndex effIndex) { return m_hitPreventEffectMask & (1<<effIndex); }
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bool _IsDefaultEffectPrevented(SpellEffIndex effIndex) { return m_hitPreventDefaultEffectMask & (1<<effIndex); }
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void _PrepareScriptCall(SpellScriptHookType hookType);
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void _FinishScriptCall();
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bool IsInHitPhase() { return (m_currentScriptState >= HOOK_SPELL_HIT_START && m_currentScriptState < HOOK_SPELL_HIT_END); }
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bool IsInEffectHook() { return (m_currentScriptState == SPELL_SCRIPT_HOOK_EFFECT); }
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private:
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Spell * m_spell;
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uint8 m_hitPreventEffectMask;
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uint8 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: OnEffect += SpellEffectFn(class::function, EffectIndexSpecifier, EffectNameSpecifier);
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// where function is void function(SpellEffIndex effIndex)
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HookList<EffectHandler> OnEffect;
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#define SpellEffectFn(F, I, N) EffectHandlerFunction(&F, I, N)
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// example: BeforeHit += SpellHitFn(class::function);
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HookList<HitHandler> BeforeHit;
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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: OnUnitTargetSelect += SpellUnitTargetFn(class::function, EffectIndexSpecifier, TargetsNameSpecifier);
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// where function is void function(std::list<Unit*>& targetList)
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HookList<UnitTargetHandler> OnUnitTargetSelect;
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#define SpellUnitTargetFn(F, I, N) UnitTargetHandlerFunction(&F, I, N)
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// hooks are executed in following order, at specified event of spell:
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// 1. OnUnitTargetSelect - executed just before adding selected targets to final target list
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// 2. BeforeHit - executed just before spell hits a target
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// 3. OnEffect - executed just before specified effect handler call
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// 4. OnHit - executed just before spell deals damage and procs auras
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// 5. AfterHit - executed just after spell finishes all it's jobs for target
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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();
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Unit * GetOriginalCaster();
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SpellEntry const * GetSpellInfo();
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// methods useable after spell targets are set
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// accessors to the "focus" targets of the spell
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// note: do not confuse these with spell hit targets
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// returns: WorldLocation which was selected as a spell destination or NULL
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WorldLocation * GetTargetDest();
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// returns: Unit which was selected as a spell target or NULL
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Unit * GetTargetUnit();
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// returns: GameObject which was selected as a spell target or NULL
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GameObject * GetTargetGObj();
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// returns: Item which was selected as a spell target or NULL
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Item * GetTargetItem();
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// methods useable only during spell hit on target phase:
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// returns: target of current effect if it was Unit otherwise NULL
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Unit * GetHitUnit();
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// returns: target of current effect if it was Creature otherwise NULL
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Creature * GetHitCreature();
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// returns: target of current effect if it was Player otherwise NULL
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Player * GetHitPlayer();
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// returns: target of current effect if it was Item otherwise NULL
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Item * GetHitItem();
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// returns: target of current effect if it was GameObject otherwise NULL
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GameObject * GetHitGObj();
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// setter/getter for for damage done by spell to target of spell hit
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int32 GetHitDamage();
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void SetHitDamage(int32 damage);
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void PreventHitDamage() { SetHitDamage(0); };
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// setter/getter for for heal done by spell to target of spell hit
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int32 GetHitHeal();
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void SetHitHeal(int32 heal);
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void PreventHitHeal() { SetHitHeal(0); };
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// returns current spell hit target aura
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Aura * GetHitAura();
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// prevents applying aura on current spell hit target
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void PreventHitAura();
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// prevents effect execution on current spell hit target
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// including other effect/hit scripts
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// will not work on aura/damage/heal
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// will not work if effects were already handled
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void PreventHitEffect(SpellEffIndex effIndex);
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// prevents default effect execution on current spell hit target
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// will not work on aura/damage/heal effects
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// will not work if effects were already handled
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void PreventHitDefaultEffect(SpellEffIndex effIndex);
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// method avalible only in EffectHandler method
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int32 GetEffectValue();
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// returns: cast item if present.
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Item * GetCastItem();
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// Creates item. Calls Spell::DoCreateItem method.
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void CreateItem(uint32 effIndex, uint32 itemId);
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// finishes spellcast prematurely with selected error message
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void FinishCast(SpellCastResult result);
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};
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// AuraScript interface - enum used for runtime checks of script function calls
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enum AuraScriptHookType
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{
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AURA_SCRIPT_HOOK_EFFECT_APPLY = SPELL_SCRIPT_STATE_END,
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AURA_SCRIPT_HOOK_EFFECT_REMOVE,
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AURA_SCRIPT_HOOK_EFFECT_PERIODIC,
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AURA_SCRIPT_HOOK_EFFECT_UPDATE_PERIODIC,
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AURA_SCRIPT_HOOK_EFFECT_CALC_AMOUNT,
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AURA_SCRIPT_HOOK_EFFECT_CALC_PERIODIC,
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AURA_SCRIPT_HOOK_EFFECT_CALC_SPELLMOD,
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AURA_SCRIPT_HOOK_EFFECT_ABSORB,
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AURA_SCRIPT_HOOK_EFFECT_AFTER_ABSORB,
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AURA_SCRIPT_HOOK_EFFECT_MANASHIELD,
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AURA_SCRIPT_HOOK_EFFECT_AFTER_MANASHIELD,
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/*AURA_SCRIPT_HOOK_APPLY,
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AURA_SCRIPT_HOOK_REMOVE,*/
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};
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#define HOOK_AURA_EFFECT_START HOOK_AURA_EFFECT_APPLY
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#define HOOK_AURA_EFFECT_END HOOK_AURA_EFFECT_CALC_SPELLMOD + 1
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#define HOOK_AURA_EFFECT_COUNT HOOK_AURA_EFFECT_END - HOOK_AURA_EFFECT_START
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class AuraScript : 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 AURASCRIPT_FUNCTION_TYPE_DEFINES(CLASSNAME) \
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typedef void(CLASSNAME::*AuraEffectApplicationModeFnType)(AuraEffect const *, AuraEffectHandleModes); \
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typedef void(CLASSNAME::*AuraEffectPeriodicFnType)(AuraEffect const *); \
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typedef void(CLASSNAME::*AuraEffectUpdatePeriodicFnType)(AuraEffect *); \
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typedef void(CLASSNAME::*AuraEffectCalcAmountFnType)(AuraEffect const *, int32 &, bool &); \
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typedef void(CLASSNAME::*AuraEffectCalcPeriodicFnType)(AuraEffect const *, bool &, int32 &); \
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typedef void(CLASSNAME::*AuraEffectCalcSpellModFnType)(AuraEffect const *, SpellModifier *&); \
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typedef void(CLASSNAME::*AuraEffectAbsorbFnType)(AuraEffect *, DamageInfo &, uint32 &); \
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AURASCRIPT_FUNCTION_TYPE_DEFINES(AuraScript)
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class EffectBase : public _SpellScript::EffectAuraNameCheck, public _SpellScript::EffectHook
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{
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public:
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EffectBase(uint8 _effIndex, uint16 _effName);
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std::string ToString();
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bool CheckEffect(SpellEntry const * spellEntry, uint8 effIndex);
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};
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class EffectPeriodicHandler : public EffectBase
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{
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public:
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EffectPeriodicHandler(AuraEffectPeriodicFnType _pEffectHandlerScript,uint8 _effIndex, uint16 _effName);
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void Call(AuraScript * auraScript, AuraEffect const * _aurEff);
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private:
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AuraEffectPeriodicFnType pEffectHandlerScript;
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};
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class EffectUpdatePeriodicHandler : public EffectBase
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{
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public:
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EffectUpdatePeriodicHandler(AuraEffectUpdatePeriodicFnType _pEffectHandlerScript,uint8 _effIndex, uint16 _effName);
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void Call(AuraScript * auraScript, AuraEffect * aurEff);
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private:
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AuraEffectUpdatePeriodicFnType pEffectHandlerScript;
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};
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class EffectCalcAmountHandler : public EffectBase
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{
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public:
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EffectCalcAmountHandler(AuraEffectCalcAmountFnType _pEffectHandlerScript,uint8 _effIndex, uint16 _effName);
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void Call(AuraScript * auraScript, AuraEffect const* aurEff, int32 & amount, bool & canBeRecalculated);
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private:
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AuraEffectCalcAmountFnType pEffectHandlerScript;
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};
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class EffectCalcPeriodicHandler : public EffectBase
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{
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public:
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EffectCalcPeriodicHandler(AuraEffectCalcPeriodicFnType _pEffectHandlerScript,uint8 _effIndex, uint16 _effName);
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void Call(AuraScript * auraScript, AuraEffect const* aurEff, bool & isPeriodic, int32 & periodicTimer);
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private:
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AuraEffectCalcPeriodicFnType pEffectHandlerScript;
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};
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class EffectCalcSpellModHandler : public EffectBase
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{
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public:
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EffectCalcSpellModHandler(AuraEffectCalcSpellModFnType _pEffectHandlerScript,uint8 _effIndex, uint16 _effName);
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void Call(AuraScript * auraScript, AuraEffect const* aurEff, SpellModifier *& spellMod);
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private:
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AuraEffectCalcSpellModFnType pEffectHandlerScript;
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};
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class EffectApplyHandler : public EffectBase
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{
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public:
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EffectApplyHandler(AuraEffectApplicationModeFnType _pEffectHandlerScript,uint8 _effIndex, uint16 _effName, AuraEffectHandleModes _mode);
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void Call(AuraScript * auraScript, AuraEffect const * _aurEff, AuraEffectHandleModes _mode);
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private:
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AuraEffectApplicationModeFnType pEffectHandlerScript;
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AuraEffectHandleModes mode;
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};
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class EffectAbsorbHandler : public EffectBase
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{
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public:
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EffectAbsorbHandler(AuraEffectAbsorbFnType _pEffectHandlerScript, uint8 _effIndex);
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void Call(AuraScript * auraScript, AuraEffect * aurEff, DamageInfo & dmgInfo, uint32 & absorbAmount);
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private:
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AuraEffectAbsorbFnType pEffectHandlerScript;
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};
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class EffectManaShieldHandler : public EffectBase
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{
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public:
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EffectManaShieldHandler(AuraEffectAbsorbFnType _pEffectHandlerScript, uint8 _effIndex);
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void Call(AuraScript * auraScript, AuraEffect * aurEff, DamageInfo & dmgInfo, uint32 & absorbAmount);
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private:
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AuraEffectAbsorbFnType pEffectHandlerScript;
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};
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#define AURASCRIPT_FUNCTION_CAST_DEFINES(CLASSNAME) \
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class EffectPeriodicHandlerFunction : public AuraScript::EffectPeriodicHandler { public: EffectPeriodicHandlerFunction(AuraEffectPeriodicFnType _pEffectHandlerScript,uint8 _effIndex, uint16 _effName) : AuraScript::EffectPeriodicHandler((AuraScript::AuraEffectPeriodicFnType)_pEffectHandlerScript, _effIndex, _effName) {} }; \
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class EffectUpdatePeriodicHandlerFunction : public AuraScript::EffectUpdatePeriodicHandler { public: EffectUpdatePeriodicHandlerFunction(AuraEffectUpdatePeriodicFnType _pEffectHandlerScript,uint8 _effIndex, uint16 _effName) : AuraScript::EffectUpdatePeriodicHandler((AuraScript::AuraEffectUpdatePeriodicFnType)_pEffectHandlerScript, _effIndex, _effName) {} }; \
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class EffectCalcAmountHandlerFunction : public AuraScript::EffectCalcAmountHandler { public: EffectCalcAmountHandlerFunction(AuraEffectCalcAmountFnType _pEffectHandlerScript,uint8 _effIndex, uint16 _effName) : AuraScript::EffectCalcAmountHandler((AuraScript::AuraEffectCalcAmountFnType)_pEffectHandlerScript, _effIndex, _effName) {} }; \
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class EffectCalcPeriodicHandlerFunction : public AuraScript::EffectCalcPeriodicHandler { public: EffectCalcPeriodicHandlerFunction(AuraEffectCalcPeriodicFnType _pEffectHandlerScript,uint8 _effIndex, uint16 _effName) : AuraScript::EffectCalcPeriodicHandler((AuraScript::AuraEffectCalcPeriodicFnType)_pEffectHandlerScript, _effIndex, _effName) {} }; \
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class EffectCalcSpellModHandlerFunction : public AuraScript::EffectCalcSpellModHandler { public: EffectCalcSpellModHandlerFunction(AuraEffectCalcSpellModFnType _pEffectHandlerScript,uint8 _effIndex, uint16 _effName) : AuraScript::EffectCalcSpellModHandler((AuraScript::AuraEffectCalcSpellModFnType)_pEffectHandlerScript, _effIndex, _effName) {} }; \
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class EffectApplyHandlerFunction : public AuraScript::EffectApplyHandler { public: EffectApplyHandlerFunction(AuraEffectApplicationModeFnType _pEffectHandlerScript,uint8 _effIndex, uint16 _effName, AuraEffectHandleModes _mode) : AuraScript::EffectApplyHandler((AuraScript::AuraEffectApplicationModeFnType)_pEffectHandlerScript, _effIndex, _effName, _mode) {} }; \
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class EffectAbsorbFunction : public AuraScript::EffectAbsorbHandler { public: EffectAbsorbFunction(AuraEffectAbsorbFnType _pEffectHandlerScript,uint8 _effIndex) : AuraScript::EffectAbsorbHandler((AuraScript::AuraEffectAbsorbFnType)_pEffectHandlerScript, _effIndex) {} }; \
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class EffectManaShieldFunction : public AuraScript::EffectManaShieldHandler { public: EffectManaShieldFunction(AuraEffectAbsorbFnType _pEffectHandlerScript,uint8 _effIndex) : AuraScript::EffectManaShieldHandler((AuraScript::AuraEffectAbsorbFnType)_pEffectHandlerScript, _effIndex) {} }; \
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#define PrepareAuraScript(CLASSNAME) AURASCRIPT_FUNCTION_TYPE_DEFINES(CLASSNAME) AURASCRIPT_FUNCTION_CAST_DEFINES(CLASSNAME)
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public:
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bool _Validate(SpellEntry const * entry);
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bool _Load(Aura * aura);
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void _PrepareScriptCall(AuraScriptHookType hookType, AuraApplication const * aurApp = NULL);
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void _FinishScriptCall();
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bool _IsDefaultActionPrevented();
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private:
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Aura * m_aura;
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AuraApplication const * m_auraApplication;
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bool m_defaultActionPrevented;
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public:
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//
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// AuraScript interface
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// hooks to which you can attach your functions
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//
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// executed when periodic aura effect is applied with specified mode to target
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// example: OnEffectApply += AuraEffectApplyFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier, AuraEffectHandleModes);
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// where function is: void function (AuraEffect const * aurEff, AuraEffectHandleModes mode);
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HookList<EffectApplyHandler> OnEffectApply;
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#define AuraEffectApplyFn(F, I, N, M) EffectApplyHandlerFunction(&F, I, N, M)
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// executed when periodic aura effect is removed with specified mode from target
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// example: OnEffectRemove += AuraEffectRemoveFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier, AuraEffectHandleModes);
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// where function is: void function (AuraEffect const * aurEff, AuraEffectHandleModes mode);
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HookList<EffectApplyHandler> OnEffectRemove;
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#define AuraEffectRemoveFn(F, I, N, M) EffectApplyHandlerFunction(&F, I, N, M)
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// executed when periodic aura effect ticks on target
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// example: OnEffectPeriodic += AuraEffectPeriodicFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
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// where function is: void function (AuraEffect const * aurEff, AuraEffectHandleModes mode);
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HookList<EffectPeriodicHandler> OnEffectPeriodic;
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#define AuraEffectPeriodicFn(F, I, N) EffectPeriodicHandlerFunction(&F, I, N)
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// executed when periodic aura effect is updated
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// example: OnEffectUpdatePeriodic += AuraEffectUpdatePeriodicFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
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// where function is: void function (AuraEffect const * aurEff);
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HookList<EffectUpdatePeriodicHandler> OnEffectUpdatePeriodic;
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#define AuraEffectUpdatePeriodicFn(F, I, N) EffectUpdatePeriodicHandlerFunction(&F, I, N)
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// executed when aura effect calculates amount
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// example: DoEffectCalcAmount += AuraEffectCalcAmounFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
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// where function is: void function (AuraEffect * aurEff, int32 & amount, bool & canBeRecalculated);
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HookList<EffectCalcAmountHandler> DoEffectCalcAmount;
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#define AuraEffectCalcAmountFn(F, I, N) EffectCalcAmountHandlerFunction(&F, I, N)
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// executed when aura effect calculates periodic data
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// example: DoEffectCalcPeriodic += AuraEffectCalcPeriodicFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
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// where function is: void function (AuraEffect const * aurEff, bool & isPeriodic, int32 & amplitude);
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HookList<EffectCalcPeriodicHandler> DoEffectCalcPeriodic;
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#define AuraEffectCalcPeriodicFn(F, I, N) EffectCalcPeriodicHandlerFunction(&F, I, N)
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// executed when aura effect calculates spellmod
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// example: DoEffectCalcSpellMod += AuraEffectCalcSpellModFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
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// where function is: void function (AuraEffect const * aurEff, SpellModifier *& spellMod);
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HookList<EffectCalcSpellModHandler> DoEffectCalcSpellMod;
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#define AuraEffectCalcSpellModFn(F, I, N) EffectCalcSpellModHandlerFunction(&F, I, N)
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// executed when absorb aura effect is going to reduce damage
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// example: OnEffectAbsorb += 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> OnEffectAbsorb;
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#define AuraEffectAbsorbFn(F, I) EffectAbsorbFunction(&F, I)
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// 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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// 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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SpellEntry const* GetSpellProto() 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 casted the aura (m_originalCaster of the Spell class)
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uint64 const& GetCasterGUID() const;
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// returns unit which casted 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 casted, 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(uint32 removeMode = 0);
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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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// 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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// returns true if last charge dropped
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bool DropCharge();
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// stack amount manipulation
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uint8 GetStackAmount() const;
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void SetStackAmount(uint8 num, bool applied = true);
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bool ModStackAmount(int32 num);
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// passive - "working in background", not saved, not removed by immonities, 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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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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