/* * Copyright (C) 2008-2018 TrinityCore * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . */ #ifndef __SPELL_SCRIPT_H #define __SPELL_SCRIPT_H #include "ObjectGuid.h" #include "SharedDefines.h" #include "SpellAuraDefines.h" #include "Util.h" #include #include class Aura; class AuraApplication; class AuraEffect; class Creature; class DamageInfo; class DispelInfo; class DynamicObject; class GameObject; class Item; class ModuleReference; class Player; class ProcEventInfo; class Spell; class SpellEffectInfo; class SpellInfo; class SpellScript; class Unit; class WorldLocation; class WorldObject; struct SpellDestination; struct SpellModifier; struct SpellValue; #define SPELL_EFFECT_ANY (uint16)-1 #define SPELL_AURA_ANY (uint16)-1 enum SpellScriptState { SPELL_SCRIPT_STATE_NONE = 0, SPELL_SCRIPT_STATE_REGISTRATION, SPELL_SCRIPT_STATE_LOADING, SPELL_SCRIPT_STATE_UNLOADING }; #define SPELL_SCRIPT_STATE_END SPELL_SCRIPT_STATE_UNLOADING + 1 // helper class from which SpellScript and SpellAura derive, use these classes instead class TC_GAME_API _SpellScript { // internal use classes & functions // DO NOT OVERRIDE THESE IN SCRIPTS protected: virtual bool _Validate(SpellInfo const* entry); public: _SpellScript() : m_currentScriptState(SPELL_SCRIPT_STATE_NONE), m_scriptName(NULL), m_scriptSpellId(0) {} virtual ~_SpellScript() { } void _Register(); void _Unload(); void _Init(std::string const* scriptname, uint32 spellId); std::string const* _GetScriptName() const; protected: class TC_GAME_API EffectHook { public: EffectHook(uint8 _effIndex); virtual ~EffectHook() { } uint32 GetAffectedEffectsMask(SpellInfo const* spellInfo) const; bool IsEffectAffected(SpellInfo const* spellInfo, uint8 effIndex) const; virtual bool CheckEffect(SpellInfo const* spellInfo, uint8 effIndex) const = 0; std::string EffIndexToString() const; protected: uint8 effIndex; }; class TC_GAME_API EffectNameCheck { public: EffectNameCheck(uint16 _effName) { effName = _effName; } bool Check(SpellInfo const* spellInfo, uint8 effIndex) const; std::string ToString() const; private: uint16 effName; }; class TC_GAME_API EffectAuraNameCheck { public: EffectAuraNameCheck(uint16 _effAurName) { effAurName = _effAurName; } bool Check(SpellInfo const* spellInfo, uint8 effIndex) const; std::string ToString() const; private: uint16 effAurName; }; uint8 m_currentScriptState; std::string const* m_scriptName; uint32 m_scriptSpellId; private: #ifdef TRINITY_API_USE_DYNAMIC_LINKING // Strong reference to keep the binary code loaded std::shared_ptr m_moduleReference; #endif // #ifndef TRINITY_API_USE_DYNAMIC_LINKING public: // // SpellScript/AuraScript interface base // these functions are safe to override, see notes below for usage instructions // // Function in which handler functions are registered, must be implemented in script virtual void Register() = 0; // Function called on server startup, if returns false script won't be used in core // use for: dbc/template data presence/correctness checks virtual bool Validate(SpellInfo const* /*spellInfo*/) { return true; } // Function called when script is created, if returns false script will be unloaded afterwards // use for: initializing local script variables (DO NOT USE CONSTRUCTOR FOR THIS PURPOSE!) virtual bool Load() { return true; } // Function called when script is destroyed // use for: deallocating memory allocated by script virtual void Unload() { } // Helpers static bool ValidateSpellInfo(std::initializer_list spellIds) { return _ValidateSpellInfo(spellIds.begin(), spellIds.end()); } template static bool ValidateSpellInfo(T const& spellIds) { return _ValidateSpellInfo(std::begin(spellIds), std::end(spellIds)); } private: static bool _ValidateSpellInfo(uint32 const* begin, uint32 const* end); }; // SpellScript interface - enum used for runtime checks of script function calls enum SpellScriptHookType { SPELL_SCRIPT_HOOK_EFFECT_LAUNCH = SPELL_SCRIPT_STATE_END, SPELL_SCRIPT_HOOK_EFFECT_LAUNCH_TARGET, SPELL_SCRIPT_HOOK_EFFECT_HIT, SPELL_SCRIPT_HOOK_EFFECT_HIT_TARGET, SPELL_SCRIPT_HOOK_EFFECT_SUCCESSFUL_DISPEL, SPELL_SCRIPT_HOOK_BEFORE_HIT, SPELL_SCRIPT_HOOK_HIT, SPELL_SCRIPT_HOOK_AFTER_HIT, SPELL_SCRIPT_HOOK_OBJECT_AREA_TARGET_SELECT, SPELL_SCRIPT_HOOK_OBJECT_TARGET_SELECT, SPELL_SCRIPT_HOOK_DESTINATION_TARGET_SELECT, SPELL_SCRIPT_HOOK_CHECK_CAST, SPELL_SCRIPT_HOOK_BEFORE_CAST, SPELL_SCRIPT_HOOK_ON_CAST, SPELL_SCRIPT_HOOK_AFTER_CAST }; #define HOOK_SPELL_HIT_START SPELL_SCRIPT_HOOK_EFFECT_HIT #define HOOK_SPELL_HIT_END SPELL_SCRIPT_HOOK_AFTER_HIT + 1 #define HOOK_SPELL_START SPELL_SCRIPT_HOOK_EFFECT #define HOOK_SPELL_END SPELL_SCRIPT_HOOK_CHECK_CAST + 1 #define HOOK_SPELL_COUNT HOOK_SPELL_END - HOOK_SPELL_START class TC_GAME_API SpellScript : public _SpellScript { // internal use classes & functions // DO NOT OVERRIDE THESE IN SCRIPTS public: #define SPELLSCRIPT_FUNCTION_TYPE_DEFINES(CLASSNAME) \ typedef SpellCastResult(CLASSNAME::*SpellCheckCastFnType)(); \ typedef void(CLASSNAME::*SpellEffectFnType)(SpellEffIndex); \ typedef void(CLASSNAME::*SpellBeforeHitFnType)(SpellMissInfo missInfo); \ typedef void(CLASSNAME::*SpellHitFnType)(); \ typedef void(CLASSNAME::*SpellCastFnType)(); \ typedef void(CLASSNAME::*SpellObjectAreaTargetSelectFnType)(std::list&); \ typedef void(CLASSNAME::*SpellObjectTargetSelectFnType)(WorldObject*&); \ typedef void(CLASSNAME::*SpellDestinationTargetSelectFnType)(SpellDestination&); SPELLSCRIPT_FUNCTION_TYPE_DEFINES(SpellScript) class TC_GAME_API CastHandler { public: CastHandler(SpellCastFnType _pCastHandlerScript); void Call(SpellScript* spellScript); private: SpellCastFnType pCastHandlerScript; }; class TC_GAME_API CheckCastHandler { public: CheckCastHandler(SpellCheckCastFnType checkCastHandlerScript); SpellCastResult Call(SpellScript* spellScript); private: SpellCheckCastFnType _checkCastHandlerScript; }; class TC_GAME_API EffectHandler : public _SpellScript::EffectNameCheck, public _SpellScript::EffectHook { public: EffectHandler(SpellEffectFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName); std::string ToString() const; bool CheckEffect(SpellInfo const* spellInfo, uint8 effIndex) const override; void Call(SpellScript* spellScript, SpellEffIndex effIndex); private: SpellEffectFnType pEffectHandlerScript; }; class TC_GAME_API HitHandler { public: HitHandler(SpellHitFnType _pHitHandlerScript); void Call(SpellScript* spellScript); private: SpellHitFnType pHitHandlerScript; }; class TC_GAME_API BeforeHitHandler { public: BeforeHitHandler(SpellBeforeHitFnType pBeforeHitHandlerScript); void Call(SpellScript* spellScript, SpellMissInfo missInfo); private: SpellBeforeHitFnType _pBeforeHitHandlerScript; }; class TC_GAME_API TargetHook : public _SpellScript::EffectHook { public: TargetHook(uint8 _effectIndex, uint16 _targetType, bool _area, bool _dest); bool CheckEffect(SpellInfo const* spellInfo, uint8 effIndex) const override; std::string ToString() const; uint16 GetTarget() const { return targetType; } protected: uint16 targetType; bool area; bool dest; }; class TC_GAME_API ObjectAreaTargetSelectHandler : public TargetHook { public: ObjectAreaTargetSelectHandler(SpellObjectAreaTargetSelectFnType _pObjectAreaTargetSelectHandlerScript, uint8 _effIndex, uint16 _targetType); void Call(SpellScript* spellScript, std::list& targets); private: SpellObjectAreaTargetSelectFnType pObjectAreaTargetSelectHandlerScript; }; class TC_GAME_API ObjectTargetSelectHandler : public TargetHook { public: ObjectTargetSelectHandler(SpellObjectTargetSelectFnType _pObjectTargetSelectHandlerScript, uint8 _effIndex, uint16 _targetType); void Call(SpellScript* spellScript, WorldObject*& target); private: SpellObjectTargetSelectFnType pObjectTargetSelectHandlerScript; }; class TC_GAME_API DestinationTargetSelectHandler : public TargetHook { public: DestinationTargetSelectHandler(SpellDestinationTargetSelectFnType _DestinationTargetSelectHandlerScript, uint8 _effIndex, uint16 _targetType); void Call(SpellScript* spellScript, SpellDestination& target); private: SpellDestinationTargetSelectFnType DestinationTargetSelectHandlerScript; }; #define SPELLSCRIPT_FUNCTION_CAST_DEFINES(CLASSNAME) \ class CastHandlerFunction : public SpellScript::CastHandler { public: CastHandlerFunction(SpellCastFnType _pCastHandlerScript) : SpellScript::CastHandler((SpellScript::SpellCastFnType)_pCastHandlerScript) { } }; \ class CheckCastHandlerFunction : public SpellScript::CheckCastHandler { public: CheckCastHandlerFunction(SpellCheckCastFnType _checkCastHandlerScript) : SpellScript::CheckCastHandler((SpellScript::SpellCheckCastFnType)_checkCastHandlerScript) { } }; \ class EffectHandlerFunction : public SpellScript::EffectHandler { public: EffectHandlerFunction(SpellEffectFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName) : SpellScript::EffectHandler((SpellScript::SpellEffectFnType)_pEffectHandlerScript, _effIndex, _effName) { } }; \ class HitHandlerFunction : public SpellScript::HitHandler { public: HitHandlerFunction(SpellHitFnType _pHitHandlerScript) : SpellScript::HitHandler((SpellScript::SpellHitFnType)_pHitHandlerScript) { } }; \ class BeforeHitHandlerFunction : public SpellScript::BeforeHitHandler { public: BeforeHitHandlerFunction(SpellBeforeHitFnType pBeforeHitHandlerScript) : SpellScript::BeforeHitHandler((SpellScript::SpellBeforeHitFnType)pBeforeHitHandlerScript) { } }; \ class ObjectAreaTargetSelectHandlerFunction : public SpellScript::ObjectAreaTargetSelectHandler { public: ObjectAreaTargetSelectHandlerFunction(SpellObjectAreaTargetSelectFnType _pObjectAreaTargetSelectHandlerScript, uint8 _effIndex, uint16 _targetType) : SpellScript::ObjectAreaTargetSelectHandler((SpellScript::SpellObjectAreaTargetSelectFnType)_pObjectAreaTargetSelectHandlerScript, _effIndex, _targetType) { } }; \ class ObjectTargetSelectHandlerFunction : public SpellScript::ObjectTargetSelectHandler { public: ObjectTargetSelectHandlerFunction(SpellObjectTargetSelectFnType _pObjectTargetSelectHandlerScript, uint8 _effIndex, uint16 _targetType) : SpellScript::ObjectTargetSelectHandler((SpellScript::SpellObjectTargetSelectFnType)_pObjectTargetSelectHandlerScript, _effIndex, _targetType) { } }; \ class DestinationTargetSelectHandlerFunction : public SpellScript::DestinationTargetSelectHandler { public: DestinationTargetSelectHandlerFunction(SpellDestinationTargetSelectFnType _DestinationTargetSelectHandlerScript, uint8 _effIndex, uint16 _targetType) : SpellScript::DestinationTargetSelectHandler((SpellScript::SpellDestinationTargetSelectFnType)_DestinationTargetSelectHandlerScript, _effIndex, _targetType) { } } #define PrepareSpellScript(CLASSNAME) SPELLSCRIPT_FUNCTION_TYPE_DEFINES(CLASSNAME) SPELLSCRIPT_FUNCTION_CAST_DEFINES(CLASSNAME) public: bool _Validate(SpellInfo const* entry) override; bool _Load(Spell* spell); void _InitHit(); bool _IsEffectPrevented(SpellEffIndex effIndex) const { return (m_hitPreventEffectMask & (1 << effIndex)) != 0; } bool _IsDefaultEffectPrevented(SpellEffIndex effIndex) const { return (m_hitPreventDefaultEffectMask & (1 << effIndex)) != 0; } void _PrepareScriptCall(SpellScriptHookType hookType); void _FinishScriptCall(); bool IsInCheckCastHook() const; bool IsInTargetHook() const; bool IsInHitPhase() const; bool IsInEffectHook() const; private: Spell* m_spell; uint32 m_hitPreventEffectMask; uint32 m_hitPreventDefaultEffectMask; public: // // SpellScript interface // hooks to which you can attach your functions // // example: BeforeCast += SpellCastFn(class::function); HookList BeforeCast; // example: OnCast += SpellCastFn(class::function); HookList OnCast; // example: AfterCast += SpellCastFn(class::function); HookList AfterCast; #define SpellCastFn(F) CastHandlerFunction(&F) // example: OnCheckCast += SpellCheckCastFn(); // where function is SpellCastResult function() HookList OnCheckCast; #define SpellCheckCastFn(F) CheckCastHandlerFunction(&F) // example: OnEffect**** += SpellEffectFn(class::function, EffectIndexSpecifier, EffectNameSpecifier); // where function is void function(SpellEffIndex effIndex) HookList OnEffectLaunch; HookList OnEffectLaunchTarget; HookList OnEffectHit; HookList OnEffectHitTarget; HookList OnEffectSuccessfulDispel; #define SpellEffectFn(F, I, N) EffectHandlerFunction(&F, I, N) // example: BeforeHit += BeforeSpellHitFn(class::function); // where function is void function(SpellMissInfo missInfo) HookList BeforeHit; #define BeforeSpellHitFn(F) BeforeHitHandlerFunction(&F) // example: OnHit += SpellHitFn(class::function); HookList OnHit; // example: AfterHit += SpellHitFn(class::function); HookList AfterHit; // where function is: void function() #define SpellHitFn(F) HitHandlerFunction(&F) // example: OnObjectAreaTargetSelect += SpellObjectAreaTargetSelectFn(class::function, EffectIndexSpecifier, TargetsNameSpecifier); // where function is void function(std::list& targets) HookList OnObjectAreaTargetSelect; #define SpellObjectAreaTargetSelectFn(F, I, N) ObjectAreaTargetSelectHandlerFunction(&F, I, N) // example: OnObjectTargetSelect += SpellObjectTargetSelectFn(class::function, EffectIndexSpecifier, TargetsNameSpecifier); // where function is void function(WorldObject*& target) HookList OnObjectTargetSelect; #define SpellObjectTargetSelectFn(F, I, N) ObjectTargetSelectHandlerFunction(&F, I, N) // example: OnDestinationTargetSelect += SpellDestinationTargetSelectFn(class::function, EffectIndexSpecifier, TargetsNameSpecifier); // where function is void function(SpellDestination& target) HookList OnDestinationTargetSelect; #define SpellDestinationTargetSelectFn(F, I, N) DestinationTargetSelectHandlerFunction(&F, I, N) // hooks are executed in following order, at specified event of spell: // 1. BeforeCast - executed when spell preparation is finished (when cast bar becomes full) before cast is handled // 2. OnCheckCast - allows to override result of CheckCast function // 3a. OnObjectAreaTargetSelect - executed just before adding selected targets to final target list (for area targets) // 3b. OnObjectTargetSelect - executed just before adding selected target to final target list (for single unit targets) // 3c. OnDestinationTargetSelect - executed just before adding selected target to final target list (for destination targets) // 4. OnCast - executed just before spell is launched (creates missile) or executed // 5. AfterCast - executed after spell missile is launched and immediate spell actions are done // 6. OnEffectLaunch - executed just before specified effect handler call - when spell missile is launched // 7. OnEffectLaunchTarget - executed just before specified effect handler call - when spell missile is launched - called for each target from spell target map // 8. OnEffectHit - executed just before specified effect handler call - when spell missile hits dest // 9. BeforeHit - executed just before spell hits a target - called for each target from spell target map // 10. OnEffectHitTarget - executed just before specified effect handler call - called for each target from spell target map // 11. OnHit - executed just before spell deals damage and procs auras - when spell hits target - called for each target from spell target map // 12. AfterHit - executed just after spell finishes all it's jobs for target - called for each target from spell target map // this hook is only executed after a successful dispel of any aura // OnEffectSuccessfulDispel - executed just after effect successfully dispelled aura(s) // // methods allowing interaction with Spell object // // methods useable during all spell handling phases Unit* GetCaster() const; Unit* GetOriginalCaster() const; SpellInfo const* GetSpellInfo() const; SpellValue const* GetSpellValue() const; SpellEffectInfo const* GetEffectInfo(SpellEffIndex effIndex) const; // methods useable after spell is prepared // accessors to the explicit targets of the spell // explicit target - target selected by caster (player, game client, or script - DoCast(explicitTarget, ...), required for spell to be cast // examples: // -shadowstep - explicit target is the unit you want to go behind of // -chain heal - explicit target is the unit to be healed first // -holy nova/arcane explosion - explicit target = NULL because target you are selecting doesn't affect how spell targets are selected // you can determine if spell requires explicit targets by dbc columns: // - Targets - mask of explicit target types // - ImplicitTargetXX set to TARGET_XXX_TARGET_YYY, _TARGET_ here means that explicit target is used by the effect, so spell needs one too // returns: WorldLocation which was selected as a spell destination or NULL WorldLocation const* GetExplTargetDest() const; void SetExplTargetDest(WorldLocation& loc); // returns: WorldObject which was selected as an explicit spell target or NULL if there's no target WorldObject* GetExplTargetWorldObject() const; // returns: Unit which was selected as an explicit spell target or NULL if there's no target Unit* GetExplTargetUnit() const; // returns: GameObject which was selected as an explicit spell target or NULL if there's no target GameObject* GetExplTargetGObj() const; // returns: Item which was selected as an explicit spell target or NULL if there's no target Item* GetExplTargetItem() const; // methods useable only during spell hit on target, or during spell launch on target: // returns: target of current effect if it was Unit otherwise NULL Unit* GetHitUnit() const; // returns: target of current effect if it was Creature otherwise NULL Creature* GetHitCreature() const; // returns: target of current effect if it was Player otherwise NULL Player* GetHitPlayer() const; // returns: target of current effect if it was Item otherwise NULL Item* GetHitItem() const; // returns: target of current effect if it was GameObject otherwise NULL GameObject* GetHitGObj() const; // returns: destination of current effect WorldLocation* GetHitDest() const; // 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, uint32* param1 = nullptr, uint32* param2 = nullptr); 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_CHECK_EFFECT_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 bool(CLASSNAME::*AuraCheckEffectProcFnType)(AuraEffect const*, 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 CheckEffectProcHandler : public EffectBase { public: CheckEffectProcHandler(AuraCheckEffectProcFnType handlerScript, uint8 effIndex, uint16 effName); bool Call(AuraScript* auraScript, AuraEffect const* aurEff, ProcEventInfo& eventInfo); private: AuraCheckEffectProcFnType _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 CheckEffectProcHandlerFunction : public AuraScript::CheckEffectProcHandler { public: CheckEffectProcHandlerFunction(AuraCheckEffectProcFnType handlerScript, uint8 effIndex, uint16 effName) : AuraScript::CheckEffectProcHandler((AuraScript::AuraCheckEffectProcFnType)handlerScript, effIndex, effName) { } }; \ 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 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 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 OnDispel; // executed after aura is dispelled by a unit // example: AfterDispel += AuraDispelFn(class::function); // where function is: void function (DispelInfo* dispelInfo); HookList 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 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 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 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 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 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 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 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 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 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* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount); HookList OnEffectAbsorb; #define AuraEffectAbsorbFn(F, I) EffectAbsorbFunction(&F, I) // executed after absorb aura effect reduced damage to target - absorbAmount is real amount absorbed by aura // example: AfterEffectAbsorb += AuraEffectAbsorbFn(class::function, EffectIndexSpecifier); // where function is: void function (AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount); HookList AfterEffectAbsorb; // executed when mana shield aura effect is going to reduce damage // example: OnEffectManaShield += AuraEffectManaShieldFn(class::function, EffectIndexSpecifier); // where function is: void function (AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount); HookList OnEffectManaShield; #define AuraEffectManaShieldFn(F, I) EffectManaShieldFunction(&F, I) // executed after mana shield aura effect reduced damage to target - absorbAmount is real amount absorbed by aura // example: AfterEffectManaShield += AuraEffectManaShieldFn(class::function, EffectIndexSpecifier); // where function is: void function (AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount); HookList AfterEffectManaShield; // executed when the caster of some spell with split dmg aura gets damaged through it // example: OnEffectSplit += AuraEffectSplitFn(class::function, EffectIndexSpecifier); // where function is: void function (AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& splitAmount); HookList OnEffectSplit; #define AuraEffectSplitFn(F, I) EffectSplitFunction(&F, I) // executed when aura checks if it can proc // example: DoCheckProc += AuraCheckProcFn(class::function); // where function is: bool function (ProcEventInfo& eventInfo); HookList DoCheckProc; #define AuraCheckProcFn(F) CheckProcHandlerFunction(&F) // executed when aura effect checks if it can proc the aura // example: DoCheckEffectProc += AuraCheckEffectProcFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier); // where function is bool function (AuraEffect const* aurEff, ProcEventInfo& eventInfo); HookList DoCheckEffectProc; #define AuraCheckEffectProcFn(F, I, N) CheckEffectProcHandlerFunction(&F, I, N) // executed before aura procs (possibility to prevent charge drop/cooldown) // example: DoPrepareProc += AuraProcFn(class::function); // where function is: void function (ProcEventInfo& eventInfo); HookList DoPrepareProc; // executed when aura procs // example: OnProc += AuraProcFn(class::function); // where function is: void function (ProcEventInfo& eventInfo); HookList OnProc; // executed after aura proced // example: AfterProc += AuraProcFn(class::function); // where function is: void function (ProcEventInfo& eventInfo); HookList AfterProc; #define AuraProcFn(F) AuraProcHandlerFunction(&F) // executed when aura effect procs // example: OnEffectProc += AuraEffectProcFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier); // where function is: void function (AuraEffect const* aurEff, ProcEventInfo& procInfo); HookList OnEffectProc; // executed after aura effect proced // example: AfterEffectProc += AuraEffectProcFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier); // where function is: void function (AuraEffect const* aurEff, ProcEventInfo& procInfo); HookList AfterEffectProc; #define AuraEffectProcFn(F, I, N) EffectProcHandlerFunction(&F, I, N) // AuraScript interface - hook/effect execution manipulators // prevents default action of a hook from being executed (works only while called in a hook which default action can be prevented) void PreventDefaultAction(); // AuraScript interface - functions which are redirecting to Aura class // returns proto of the spell SpellInfo const* GetSpellInfo() const; // returns spellid of the spell uint32 GetId() const; // returns guid of object which cast the aura (m_originalCaster of the Spell class) ObjectGuid GetCasterGUID() const; // returns unit which cast the aura or NULL if not avalible (caster logged out for example) Unit* GetCaster() const; // returns object on which aura was cast, target for non-area auras, area aura source for area auras WorldObject* GetOwner() const; // returns owner if it's unit or unit derived object, NULL otherwise (only for persistent area auras NULL is returned) Unit* GetUnitOwner() const; // returns owner if it's dynobj, NULL otherwise DynamicObject* GetDynobjOwner() const; // removes aura with remove mode (see AuraRemoveMode enum) void Remove(AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT); // returns aura object of script Aura* GetAura() const; // returns type of the aura, may be dynobj owned aura or unit owned aura AuraObjectType GetType() const; // aura duration manipulation - when duration goes to 0 aura is removed int32 GetDuration() const; void SetDuration(int32 duration, bool withMods = false); // sets duration to maxduration void RefreshDuration(); time_t GetApplyTime() const; int32 GetMaxDuration() const; void SetMaxDuration(int32 duration); int32 CalcMaxDuration() const; // expired - duration just went to 0 bool IsExpired() const; // permament - has infinite duration bool IsPermanent() const; // charges manipulation - 0 - not charged aura uint8 GetCharges() const; void SetCharges(uint8 charges); uint8 CalcMaxCharges() const; bool ModCharges(int8 num, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT); // returns true if last charge dropped bool DropCharge(AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT); // stack amount manipulation uint8 GetStackAmount() const; void SetStackAmount(uint8 num); bool ModStackAmount(int32 num, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT); // passive - "working in background", not saved, not removed by immunities, not seen by player bool IsPassive() const; // death persistent - not removed on death bool IsDeathPersistent() const; // check if aura has effect of given effindex bool HasEffect(uint8 effIndex) const; // returns aura effect of given effect index or NULL AuraEffect* GetEffect(uint8 effIndex) const; // check if aura has effect of given aura type bool HasEffectType(AuraType type) const; // AuraScript interface - functions which are redirecting to AuraApplication class // Do not call these in hooks in which AuraApplication is not avalible, otherwise result will differ from expected (the functions will return NULL) // returns currently processed target of an aura // Return value does not need to be NULL-checked, the only situation this will (always) // return NULL is when the call happens in an unsupported hook, in other cases, it is always valid Unit* GetTarget() const; // returns AuraApplication object of currently processed target AuraApplication const* GetTargetApplication() const; }; // // definitions: // // EffectIndexSpecifier - specifies conditions for effects // EFFECT_0 - first effect matches // EFFECT_1 - second effect matches // EFFECT_2 - third effect matches // EFFECT_FIRST_FOUND - first effect matching other conditions matches // EFFECT_ALL - all effects of spell match // // EffectNameSpecifier - specifies conditions for spell effect names // SPELL_EFFECT_ANY - any effect but not 0 matches condition // SPELL_EFFECT_XXX - one of values of enum SpellEffects - effect with equal name matches // #endif // __SPELL_SCRIPT_H