/* * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information * * 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 TRINITY_SPELL_SCRIPT_H #define TRINITY_SPELL_SCRIPT_H #include "ObjectGuid.h" #include "SharedDefines.h" #include "SpellAuraDefines.h" #include "Util.h" #include #ifdef TRINITY_API_USE_DYNAMIC_LINKING #include #endif class Aura; class AuraApplication; class AuraEffect; class Creature; class Corpse; class DamageInfo; class DispelInfo; class DynamicObject; class GameObject; class HealInfo; 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; enum Difficulty : uint8; enum class ItemContext : uint8; #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 AuraScript derive, use these classes instead class TC_GAME_API SpellScriptBase { // internal use classes & functions // DO NOT OVERRIDE THESE IN SCRIPTS public: SpellScriptBase() noexcept; virtual ~SpellScriptBase(); SpellScriptBase(SpellScriptBase const& right) = delete; SpellScriptBase(SpellScriptBase&& right) = delete; SpellScriptBase& operator=(SpellScriptBase const& right) = delete; SpellScriptBase& operator=(SpellScriptBase&& right) = delete; void _Register(); void _Unload(); void _Init(std::string const& scriptname, uint32 spellId); std::string_view GetScriptName() const; protected: virtual bool _Validate(SpellInfo const* entry); // compile barrier to avoid instantiating operator+= in every script file template class HookList : public ::HookList { public: HookList& operator+=(T&& t); }; class TC_GAME_API EffectHook { public: explicit EffectHook(uint8 effIndex); EffectHook(EffectHook const& right) = delete; EffectHook(EffectHook&& right) noexcept; EffectHook& operator=(EffectHook const& right) = delete; EffectHook& operator=(EffectHook&& right) noexcept; 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; }; template struct GetScriptClass { using type = void; }; template struct GetScriptClass { using type = Class; }; template struct GetScriptClass { using type = Class; }; template struct GetScriptClass { using type = std::remove_const_t; }; template using GetScriptClass_t = typename GetScriptClass::type; template struct ScriptFuncInvoker { union SizeAndAlignment { Ret(BaseClass::* Member)(Args...); Ret(* Static)(BaseClass&, Args...); }; static constexpr std::size_t Size = sizeof(SizeAndAlignment); static constexpr std::size_t Alignment = alignof(SizeAndAlignment); struct alignas(Alignment) StorageType : std::array { }; template struct Impl { using ScriptClass = GetScriptClass_t; static Ret Invoke(BaseClass& script, Args... args, StorageType callImpl) { return std::invoke(reinterpret_cast(callImpl.data())->Func, static_cast(script), args...); } ScriptFunc Func; }; StorageType ImplStorage; Ret(* Thunk)(BaseClass&, Args..., StorageType); }; uint8 m_currentScriptState; std::string_view 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([[maybe_unused]] 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 ValidateSpellInfoImpl(spellIds.begin(), spellIds.end()); } template static bool ValidateSpellInfo(T const& spellIds) { return ValidateSpellInfoImpl(std::cbegin(spellIds), std::cend(spellIds)); } static bool ValidateSpellEffect(std::initializer_list> effects) { return ValidateSpellEffectsImpl(effects.begin(), effects.end()); } template static bool ValidateSpellEffect(T const& spellEffects) { return ValidateSpellEffectsImpl(std::cbegin(spellEffects), std::cend(spellEffects)); } private: template static bool ValidateSpellInfoImpl(Iterator begin, Iterator end) { bool allValid = true; while (begin != end) { if (!ValidateSpellInfoImpl(*begin)) allValid = false; ++begin; } return allValid; } template static bool ValidateSpellEffectsImpl(Iterator begin, Iterator end) { bool allValid = true; while (begin != end) { if (!ValidateSpellEffectImpl(begin->first, begin->second)) allValid = false; ++begin; } return allValid; } static bool ValidateSpellInfoImpl(uint32 spellId); static bool ValidateSpellEffectImpl(uint32 spellId, SpellEffIndex effectIndex); }; // 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_ON_RESIST_ABSORB_CALCULATION, SPELL_SCRIPT_HOOK_AFTER_CAST, SPELL_SCRIPT_HOOK_CALC_CRIT_CHANCE, SPELL_SCRIPT_HOOK_CALC_DAMAGE, SPELL_SCRIPT_HOOK_CALC_HEALING, SPELL_SCRIPT_HOOK_ON_PRECAST, SPELL_SCRIPT_HOOK_CALC_CAST_TIME, SPELL_SCRIPT_HOOK_EMPOWER_STAGE_COMPLETED, SPELL_SCRIPT_HOOK_EMPOWER_COMPLETED, }; #define HOOK_SPELL_HIT_START SPELL_SCRIPT_HOOK_EFFECT_HIT #define HOOK_SPELL_HIT_END SPELL_SCRIPT_HOOK_AFTER_HIT + 1 class TC_GAME_API SpellScript : public SpellScriptBase { // internal use classes & functions // DO NOT OVERRIDE THESE IN SCRIPTS template using ScriptFuncInvoker = SpellScriptBase::ScriptFuncInvoker; public: class CastHandler final { public: using ScriptFuncInvoker = SpellScript::ScriptFuncInvoker; template explicit CastHandler(ScriptFunc handler) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); static_assert(std::is_invocable_r_v, R""(CastHandler signature must be "void HandleCast()")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(SpellScript* spellScript) const { return _invoker.Thunk(*spellScript, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; class CheckCastHandler final { public: using ScriptFuncInvoker = SpellScript::ScriptFuncInvoker; template explicit CheckCastHandler(ScriptFunc handler) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); if constexpr (std::is_member_function_pointer_v) static_assert(std::is_invocable_r_v, R""(CheckCastHandler signature must be "SpellCastResult CheckCast()")""); else static_assert(std::is_invocable_r_v, R""(CheckCastHandler signature must be "static SpellCastResult CheckCast(your_script_class& script, SpellScript&)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } SpellCastResult Call(SpellScript* spellScript) const { return _invoker.Thunk(*spellScript, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; class TC_GAME_API EffectBase : public EffectHook { public: EffectBase(uint8 effIndex, uint16 effName); EffectBase(EffectBase const& right) = delete; EffectBase(EffectBase&& right) noexcept; EffectBase& operator=(EffectBase const& right) = delete; EffectBase& operator=(EffectBase&& right) noexcept; ~EffectBase(); std::string ToString() const; bool CheckEffect(SpellInfo const* spellInfo, uint8 effIndex) const override; private: uint16 _effName; }; class EffectHandler final : public EffectBase { public: using ScriptFuncInvoker = SpellScript::ScriptFuncInvoker; template explicit EffectHandler(ScriptFunc handler, uint8 effIndex, uint16 effName) : EffectBase(effIndex, effName) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); static_assert(std::is_invocable_r_v, R""(EffectHandler signature must be "void HandleEffect(SpellEffIndex effIndex)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(SpellScript* spellScript, SpellEffIndex effIndex) const { return _invoker.Thunk(*spellScript, effIndex, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; class BeforeHitHandler final { public: using ScriptFuncInvoker = SpellScript::ScriptFuncInvoker; template explicit BeforeHitHandler(ScriptFunc handler) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); static_assert(std::is_invocable_r_v, R""(BeforeHitHandler signature must be "void HandleBeforeHit(SpellMissInfo missInfo)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(SpellScript* spellScript, SpellMissInfo missInfo) const { return _invoker.Thunk(*spellScript, missInfo, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; class HitHandler final { public: using ScriptFuncInvoker = SpellScript::ScriptFuncInvoker; template explicit HitHandler(ScriptFunc handler) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); static_assert(std::is_invocable_r_v, R""(HitHandler signature must be "void HandleHit()")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(SpellScript* spellScript) const { return _invoker.Thunk(*spellScript, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; class OnCalcCritChanceHandler final { public: using ScriptFuncInvoker = SpellScript::ScriptFuncInvoker; template explicit OnCalcCritChanceHandler(ScriptFunc handler) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); if constexpr (std::is_member_function_pointer_v) static_assert(std::is_invocable_r_v, R""(OnCalcCritChanceHandler signature must be "void CalcCritChance(Unit const* victim, float& critChance)")""); else static_assert(std::is_invocable_r_v, R""(OnCalcCritChanceHandler signature must be "static void CalcCritChance(your_script_class& script, Unit const* victim, float& critChance)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(SpellScript* spellScript, Unit const* victim, float& critChance) const { return _invoker.Thunk(*spellScript, victim, critChance, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; class TC_GAME_API TargetHook : public EffectHook { public: TargetHook(uint8 effectIndex, uint16 targetType, bool area, bool dest); TargetHook(TargetHook const& right) = delete; TargetHook(TargetHook&& right) noexcept; TargetHook& operator=(TargetHook const& right) = delete; TargetHook& operator=(TargetHook&& right) noexcept; virtual ~TargetHook(); 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 ObjectAreaTargetSelectHandler final : public TargetHook { public: using ScriptFuncInvoker = SpellScript::ScriptFuncInvoker&>; template explicit ObjectAreaTargetSelectHandler(ScriptFunc handler, uint8 effIndex, uint16 targetType) : TargetHook(effIndex, targetType, true, false) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); if constexpr (std::is_member_function_pointer_v) static_assert(std::is_invocable_r_v&>, R""(ObjectAreaTargetSelectHandler signature must be "void SetTargets(std::list& targets)")""); else static_assert(std::is_invocable_r_v&>, R""(ObjectAreaTargetSelectHandler signature must be "static void SetTargets(your_script_class& script, std::list& targets)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(SpellScript* spellScript, std::list& targets) const { return _invoker.Thunk(*spellScript, targets, _invoker.ImplStorage); } bool HasSameTargetFunctionAs(ObjectAreaTargetSelectHandler const& other) const { return _invoker.ImplStorage == other._invoker.ImplStorage; } private: ScriptFuncInvoker _invoker; }; class ObjectTargetSelectHandler final : public TargetHook { public: using ScriptFuncInvoker = SpellScript::ScriptFuncInvoker; template explicit ObjectTargetSelectHandler(ScriptFunc handler, uint8 effIndex, uint16 targetType) : TargetHook(effIndex, targetType, false, false) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); if constexpr (std::is_member_function_pointer_v) static_assert(std::is_invocable_r_v, R""(ObjectTargetSelectHandler signature must be "void SetTarget(WorldObject*& target)")""); else static_assert(std::is_invocable_r_v, R""(ObjectTargetSelectHandler signature must be "static void SetTarget(your_script_class& script, WorldObject*& target)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(SpellScript* spellScript, WorldObject*& target) const { return _invoker.Thunk(*spellScript, target, _invoker.ImplStorage); } bool HasSameTargetFunctionAs(ObjectTargetSelectHandler const& other) const { return _invoker.ImplStorage == other._invoker.ImplStorage; } private: ScriptFuncInvoker _invoker; }; class DestinationTargetSelectHandler final : public TargetHook { public: using ScriptFuncInvoker = SpellScript::ScriptFuncInvoker; template explicit DestinationTargetSelectHandler(ScriptFunc handler, uint8 effIndex, uint16 targetType) : TargetHook(effIndex, targetType, false, true) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); if constexpr (std::is_member_function_pointer_v) static_assert(std::is_invocable_r_v, R""(DestinationTargetSelectHandler signature must be "void SetTarget(SpellDestination& target)")""); else static_assert(std::is_invocable_r_v, R""(DestinationTargetSelectHandler signature must be "static void SetTarget(your_script_class& script, SpellDestination& target)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(SpellScript* spellScript, SpellDestination& target) const { return _invoker.Thunk(*spellScript, target, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; class DamageAndHealingCalcHandler final { public: using ScriptFuncInvoker = SpellScript::ScriptFuncInvoker; template explicit DamageAndHealingCalcHandler(ScriptFunc handler) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); if constexpr (std::is_member_function_pointer_v) static_assert(std::is_invocable_r_v, R""(DamageAndHealingCalcHandler signature must be "void CalcDamage(SpellEffectInfo const& spellEffectInfo, Unit* victim, int32& damageOrHealing, int32& flatMod, float& pctMod)")""); else static_assert(std::is_invocable_r_v, R""(DamageAndHealingCalcHandler signature must be "static void CalcDamage(your_script_class& script, SpellEffectInfo const& spellEffectInfo, Unit* victim, int32& damageOrHealing, int32& flatMod, float& pctMod)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(SpellScript* spellScript, SpellEffectInfo const& spellEffectInfo, Unit* victim, int32& damageOrHealing, int32& flatMod, float& pctMod) const { return _invoker.Thunk(*spellScript, spellEffectInfo, victim, damageOrHealing, flatMod, pctMod, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; class OnCalculateResistAbsorbHandler final { public: using ScriptFuncInvoker = SpellScript::ScriptFuncInvoker; template explicit OnCalculateResistAbsorbHandler(ScriptFunc handler) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); if constexpr (std::is_member_function_pointer_v) static_assert(std::is_invocable_r_v, R""(OnCalculateResistAbsorbHandler signature must be "void CalcAbsorbResist(DamageInfo const& damageInfo, uint32& resistAmount, int32& absorbAmount)")""); else static_assert(std::is_invocable_r_v, R""(OnCalculateResistAbsorbHandler signature must be "static void CalcAbsorbResist(your_script_class& script, DamageInfo const& damageInfo, uint32& resistAmount, int32& absorbAmount)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(SpellScript* spellScript, DamageInfo const& damageInfo, uint32& resistAmount, int32& absorbAmount) const { return _invoker.Thunk(*spellScript, damageInfo, resistAmount, absorbAmount, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; class EmpowerStageCompletedHandler final { public: using ScriptFuncInvoker = SpellScript::ScriptFuncInvoker; template explicit EmpowerStageCompletedHandler(ScriptFunc handler) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); static_assert(std::is_invocable_r_v, R""(EmpowerStageCompleted/EmpowerCompleted signature must be "void HandleEmpowerStageCompleted(int32 completedStagesCount)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(SpellScript* spellScript, int32 completedStagesCount) const { return _invoker.Thunk(*spellScript, completedStagesCount, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; // left for custom compatibility only, DO NOT USE #define PrepareSpellScript(CLASSNAME) SpellScript() noexcept; ~SpellScript(); 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 IsAfterTargetSelectionPhase() const; bool IsInTargetHook() const; bool IsInModifiableHook() const; bool IsInHitPhase() const; bool IsInEffectHook() const; private: Spell* m_spell; uint32 m_hitPreventEffectMask; uint32 m_hitPreventDefaultEffectMask; public: // // SpellScript interface // // example: void OnPrecast() override { } virtual void OnPrecast() { } // // 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) CastHandler(&F) // example: OnCheckCast += SpellCheckCastFn(); // where function is SpellCastResult function() HookList OnCheckCast; #define SpellCheckCastFn(F) CheckCastHandler(&F) // example: int32 CalcCastTime(int32 castTime) override { return 1500; } virtual int32 CalcCastTime(int32 castTime) { return castTime; } // 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) EffectHandler(&F, I, N) // example: BeforeHit += BeforeSpellHitFn(class::function); // where function is void function(SpellMissInfo missInfo) HookList BeforeHit; #define BeforeSpellHitFn(F) BeforeHitHandler(&F) // example: OnHit += SpellHitFn(class::function); HookList OnHit; // example: AfterHit += SpellHitFn(class::function); HookList AfterHit; // where function is: void function() #define SpellHitFn(F) HitHandler(&F) // example: OnCalcCritChance += SpellOnCalcCritChanceFn(class::function); // where function is: void function(Unit* victim, float& critChance) HookList OnCalcCritChance; #define SpellOnCalcCritChanceFn(F) OnCalcCritChanceHandler(&F) // example: OnObjectAreaTargetSelect += SpellObjectAreaTargetSelectFn(class::function, EffectIndexSpecifier, TargetsNameSpecifier); // where function is void function(std::list& targets) HookList OnObjectAreaTargetSelect; #define SpellObjectAreaTargetSelectFn(F, I, N) ObjectAreaTargetSelectHandler(&F, I, N) // example: OnObjectTargetSelect += SpellObjectTargetSelectFn(class::function, EffectIndexSpecifier, TargetsNameSpecifier); // where function is void function(WorldObject*& target) HookList OnObjectTargetSelect; #define SpellObjectTargetSelectFn(F, I, N) ObjectTargetSelectHandler(&F, I, N) // example: OnDestinationTargetSelect += SpellDestinationTargetSelectFn(class::function, EffectIndexSpecifier, TargetsNameSpecifier); // where function is void function(SpellDestination& target) HookList OnDestinationTargetSelect; #define SpellDestinationTargetSelectFn(F, I, N) DestinationTargetSelectHandler(&F, I, N) // example: CalcDamage += SpellCalcDamageFn(class::function); // where function is void function(SpellEffectInfo const& effectInfo, Unit* victim, int32& damage, int32& flatMod, float& pctMod) HookList CalcDamage; #define SpellCalcDamageFn(F) DamageAndHealingCalcHandler(&F) // example: CalcHealing += SpellCalcHealingFn(class::function); // where function is void function(SpellEffectInfo const& effectInfo, Unit* victim, int32& healing, int32& flatMod, float& pctMod) HookList CalcHealing; #define SpellCalcHealingFn(F) DamageAndHealingCalcHandler(&F) // example: OnCalculateResistAbsorb += SpellOnResistAbsorbCalculateFn(class::function); // where function is void function(DamageInfo const& damageInfo, uint32& resistAmount, int32& absorbAmount) HookList OnCalculateResistAbsorb; #define SpellOnResistAbsorbCalculateFn(F) OnCalculateResistAbsorbHandler(&F) // example: OnEmpowerStageCompleted += SpellOnEmpowerStageCompletedFn(class::function); // where function is void function(int32 completedStages) HookList OnEmpowerStageCompleted; #define SpellOnEmpowerStageCompletedFn(F) EmpowerStageCompletedHandler(&F) // example: OnEmpowerCompleted += SpellOnEmpowerCompletedFn(class::function); // where function is void function(int32 completedStages) HookList OnEmpowerCompleted; #define SpellOnEmpowerCompletedFn(F) EmpowerStageCompletedHandler(&F) // hooks are executed in following order, at specified event of spell: // 1. OnPrecast - executed during spell preparation (before cast bar starts) // 2. BeforeCast - executed when spell preparation is finished (when cast bar becomes full) before cast is handled // 3. OnCheckCast - allows to override result of CheckCast function // 4a. OnObjectAreaTargetSelect - executed just before adding selected targets to final target list (for area targets) // 4b. OnObjectTargetSelect - executed just before adding selected target to final target list (for single unit targets) // 4c. OnDestinationTargetSelect - executed just before adding selected target to final target list (for destination targets) // 5. OnCast - executed just before spell is launched (creates missile) or executed // 6. AfterCast - executed after spell missile is launched and immediate spell actions are done // 7. OnEffectLaunch - executed just before specified effect handler call - when spell missile is launched // 8. OnCalcCritChance - executed just after specified effect handler call - when spell missile is launched - called for each target from spell target map // 9. OnEffectLaunchTarget - executed just before specified effect handler call - when spell missile is launched - called for each target from spell target map // 10a. CalcDamage - executed during specified effect handler call - when spell missile is launched - called for each target from spell target map // 10b. CalcHealing - executed during specified effect handler call - when spell missile is launched - called for each target from spell target map // 11. OnCalculateResistAbsorb - executed when damage resist/absorbs is calculated - before spell hit target // 12. OnEffectHit - executed just before specified effect handler call - when spell missile hits dest // 13. BeforeHit - executed just before spell hits a target - called for each target from spell target map // 14. OnEffectHitTarget - executed just before specified effect handler call - called for each target from spell target map // 15. OnHit - executed just before spell deals damage and procs auras - when spell hits target - called for each target from spell target map // 16. AfterHit - executed just after spell finishes all it's jobs for target - called for each target from spell target map // 17. OnEmpowerStageCompleted - executed when empowered spell completes each stage // 18. OnEmpowerCompleted - executed when empowered spell is released // 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; GameObject* GetGObjCaster() const; Unit* GetOriginalCaster() const; SpellInfo const* GetSpellInfo() const; SpellEffectInfo const& GetEffectInfo(SpellEffIndex effIndex) const; SpellValue const* GetSpellValue() 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 const& 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 usable only after spell targets have been fully selected int64 GetUnitTargetCountForEffect(SpellEffIndex effect) const; int64 GetGameObjectTargetCountForEffect(SpellEffIndex effect) const; int64 GetItemTargetCountForEffect(SpellEffIndex effect) const; int64 GetCorpseTargetCountForEffect(SpellEffIndex effect) 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: target of current effect if it was Corpse otherwise nullptr Corpse* GetHitCorpse() 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); } // returns: true if spell critically hits current HitUnit bool IsHitCrit() const; Spell* GetSpell() const { return m_spell; } // returns current spell hit target aura Aura* GetHitAura(bool dynObjAura = false, bool withRemoved = false) 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); float GetEffectVariance() const; void SetEffectVariance(float variance); // returns: cast item if present. Item* GetCastItem() const; // Creates item. Calls Spell::DoCreateItem method. void CreateItem(uint32 itemId, ItemContext context); // 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, int32* param1 = nullptr, int32* param2 = nullptr); void SetCustomCastResultMessage(SpellCustomErrors result); // returns desired cast difficulty for triggered spells Difficulty GetCastDifficulty() const; }; // 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_CALC_CRIT_CHANCE, AURA_SCRIPT_HOOK_EFFECT_CALC_DAMAGE_AND_HEALING, 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, AURA_SCRIPT_HOOK_ON_HEARTBEAT, AURA_SCRIPT_HOOK_ENTER_LEAVE_COMBAT, // 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 SpellScriptBase { // internal use classes & functions // DO NOT OVERRIDE THESE IN SCRIPTS template using ScriptFuncInvoker = SpellScriptBase::ScriptFuncInvoker; public: class CheckAreaTargetHandler final { public: using ScriptFuncInvoker = AuraScript::ScriptFuncInvoker; template explicit CheckAreaTargetHandler(ScriptFunc handler) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); if constexpr (std::is_member_function_pointer_v) static_assert(std::is_invocable_r_v, R""(CheckAreaTargetHandler signature must be "bool CheckTarget(Unit* target)")""); else static_assert(std::is_invocable_r_v, R""(CheckAreaTargetHandler signature must be "static bool CheckTarget(your_script_class& script, Unit* target)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } bool Call(AuraScript* auraScript, Unit* target) const { return _invoker.Thunk(*auraScript, target, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; class AuraDispelHandler final { public: using ScriptFuncInvoker = AuraScript::ScriptFuncInvoker; template explicit AuraDispelHandler(ScriptFunc handler) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); if constexpr (std::is_member_function_pointer_v) static_assert(std::is_invocable_r_v, R""(AuraDispelHandler signature must be "void HandleDispel(DispelInfo* dispelInfo)")""); else static_assert(std::is_invocable_r_v, R""(AuraDispelHandler signature must be "static void HandleDispel(your_script_class& script, DispelInfo* dispelInfo)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(AuraScript* auraScript, DispelInfo* dispelInfo) const { return _invoker.Thunk(*auraScript, dispelInfo, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; class AuraHeartbeatHandler final { public: using ScriptFuncInvoker = AuraScript::ScriptFuncInvoker; template explicit AuraHeartbeatHandler(ScriptFunc handler) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); if constexpr (std::is_member_function_pointer_v) static_assert(std::is_invocable_r_v, R""(AuraHeartbeatHandler signature must be "void HandleHeartbeat()")""); else static_assert(std::is_invocable_r_v, R""(AuraHeartbeatHandler signature must be "static void HandleHeartbeat(your_script_class& script)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(AuraScript* auraScript) const { return _invoker.Thunk(*auraScript, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; class TC_GAME_API EffectBase : public EffectHook { public: EffectBase(uint8 effIndex, uint16 auraType); EffectBase(EffectBase const& right) = delete; EffectBase(EffectBase&& right) noexcept; EffectBase& operator=(EffectBase const& right) = delete; EffectBase& operator=(EffectBase&& right) noexcept; virtual ~EffectBase(); std::string ToString() const; bool CheckEffect(SpellInfo const* spellInfo, uint8 effIndex) const override; private: uint16 _auraType; }; class EffectPeriodicHandler final : public EffectBase { public: using ScriptFuncInvoker = AuraScript::ScriptFuncInvoker; template explicit EffectPeriodicHandler(ScriptFunc handler, uint8 effIndex, uint16 auraType) : EffectBase(effIndex, auraType) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); if constexpr (std::is_member_function_pointer_v) static_assert(std::is_invocable_r_v, R""(EffectPeriodicHandler signature must be "void HandlePeriodic(AuraEffect const* aurEff)")""); else static_assert(std::is_invocable_r_v, R""(EffectPeriodicHandler signature must be "static void HandlePeriodic(your_script_class& script, AuraEffect const* aurEff)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(AuraScript* auraScript, AuraEffect const* aurEff) const { return _invoker.Thunk(*auraScript, aurEff, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; class EffectUpdatePeriodicHandler final : public EffectBase { public: using ScriptFuncInvoker = AuraScript::ScriptFuncInvoker; template explicit EffectUpdatePeriodicHandler(ScriptFunc handler, uint8 effIndex, uint16 auraType) : EffectBase(effIndex, auraType) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); if constexpr (std::is_member_function_pointer_v) static_assert(std::is_invocable_r_v, R""(EffectUpdatePeriodicHandler signature must be "void HandleUpdatePeriodic(AuraEffect* aurEff)")""); else static_assert(std::is_invocable_r_v, R""(EffectUpdatePeriodicHandler signature must be "static void HandleUpdatePeriodic(your_script_class& script, AuraEffect* aurEff)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(AuraScript* auraScript, AuraEffect* aurEff) const { return _invoker.Thunk(*auraScript, aurEff, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; class EffectCalcAmountHandler final : public EffectBase { public: using ScriptFuncInvoker = AuraScript::ScriptFuncInvoker; template explicit EffectCalcAmountHandler(ScriptFunc handler, uint8 effIndex, uint16 auraType) : EffectBase(effIndex, auraType) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); if constexpr (std::is_member_function_pointer_v) static_assert(std::is_invocable_r_v, R""(EffectCalcAmountHandler signature must be "void CalcAmount(AuraEffect const* aurEff, int32& amount, bool& canBeRecalculated)")""); else static_assert(std::is_invocable_r_v, R""(EffectCalcAmountHandler signature must be "static void CalcAmount(your_script_class& script, AuraEffect const* aurEff, int32& amount, bool& canBeRecalculated)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(AuraScript* auraScript, AuraEffect const* aurEff, int32& amount, bool& canBeRecalculated) const { return _invoker.Thunk(*auraScript, aurEff, amount, canBeRecalculated, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; class EffectCalcPeriodicHandler final : public EffectBase { public: using ScriptFuncInvoker = AuraScript::ScriptFuncInvoker; template explicit EffectCalcPeriodicHandler(ScriptFunc handler, uint8 effIndex, uint16 auraType) : EffectBase(effIndex, auraType) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); if constexpr (std::is_member_function_pointer_v) static_assert(std::is_invocable_r_v, R""(EffectCalcPeriodicHandler signature must be "void CalcPeriodic(AuraEffect const* aurEff, bool& isPeriodic, int32& periodicTimer)")""); else static_assert(std::is_invocable_r_v, R""(EffectCalcPeriodicHandler signature must be "static void CalcPeriodic(your_script_class& script, AuraEffect const* aurEff, bool& isPeriodic, int32& periodicTimer)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(AuraScript* auraScript, AuraEffect const* aurEff, bool& isPeriodic, int32& periodicTimer) const { return _invoker.Thunk(*auraScript, aurEff, isPeriodic, periodicTimer, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; class EffectCalcSpellModHandler final : public EffectBase { public: using ScriptFuncInvoker = AuraScript::ScriptFuncInvoker; template explicit EffectCalcSpellModHandler(ScriptFunc handler, uint8 effIndex, uint16 auraType) : EffectBase(effIndex, auraType) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); if constexpr (std::is_member_function_pointer_v) static_assert(std::is_invocable_r_v, R""(EffectCalcSpellModHandler signature must be "void CalcSpellMod(AuraEffect const* aurEff, SpellModifier*& spellMod)")""); else static_assert(std::is_invocable_r_v, R""(EffectCalcSpellModHandler signature must be "static void CalcSpellMod(your_script_class& script, AuraEffect const* aurEff, SpellModifier*& spellMod)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(AuraScript* auraScript, AuraEffect const* aurEff, SpellModifier*& spellMod) const { return _invoker.Thunk(*auraScript, aurEff, spellMod, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; class EffectCalcCritChanceHandler final : public EffectBase { public: using ScriptFuncInvoker = AuraScript::ScriptFuncInvoker; template explicit EffectCalcCritChanceHandler(ScriptFunc handler, uint8 effIndex, uint16 auraType) : EffectBase(effIndex, auraType) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); if constexpr (std::is_member_function_pointer_v) static_assert(std::is_invocable_r_v, R""(EffectCalcCritChanceHandler signature must be "void CalcCritChance(AuraEffect const* aurEff, Unit const* victim, float& critChance)")""); else static_assert(std::is_invocable_r_v, R""(EffectCalcCritChanceHandler signature must be "static void CalcCritChance(your_script_class& script, AuraEffect const* aurEff, Unit const* victim, float& critChance)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(AuraScript* auraScript, AuraEffect const* aurEff, Unit const* victim, float& critChance) const { return _invoker.Thunk(*auraScript, aurEff, victim, critChance, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; class EffectCalcDamageAndHealingHandler final : public EffectBase { public: using ScriptFuncInvoker = AuraScript::ScriptFuncInvoker; template explicit EffectCalcDamageAndHealingHandler(ScriptFunc handler, uint8 effIndex, uint16 auraType) : EffectBase(effIndex, auraType) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); if constexpr (std::is_member_function_pointer_v) static_assert(std::is_invocable_r_v, R""(EffectCalcDamageAndHealingHandler signature must be "void CalcDamageAndHealing(AuraEffect const* aurEff, Unit* victim, int32& damageOrHealing, int32& flatMod, float& pctMod)")""); else static_assert(std::is_invocable_r_v, R""(EffectCalcDamageAndHealingHandler signature must be "static void CalcDamageAndHealing(your_script_class& script, AuraEffect const* aurEff, Unit* victim, int32& damageOrHealing, int32& flatMod, float& pctMod)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(AuraScript* auraScript, AuraEffect const* aurEff, Unit* victim, int32& damageOrHealing, int32& flatMod, float& pctMod) const { return _invoker.Thunk(*auraScript, aurEff, victim, damageOrHealing, flatMod, pctMod, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; class EffectApplyHandler final : public EffectBase { public: using ScriptFuncInvoker = AuraScript::ScriptFuncInvoker; template explicit EffectApplyHandler(ScriptFunc handler, uint8 effIndex, uint16 auraType, AuraEffectHandleModes mode) : EffectBase(effIndex, auraType), _mode(mode) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); if constexpr (std::is_member_function_pointer_v) static_assert(std::is_invocable_r_v, R""(EffectApplyHandler signature must be "void HandleApplyOrRemove(AuraEffect const* aurEff, AuraEffectHandleModes mode)")""); else static_assert(std::is_invocable_r_v, R""(EffectApplyHandler signature must be "static void HandleApplyOrRemove(your_script_class& script, AuraEffect const* aurEff, AuraEffectHandleModes mode)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(AuraScript* auraScript, AuraEffect const* aurEff, AuraEffectHandleModes mode) const { if (!(_mode & mode)) return; return _invoker.Thunk(*auraScript, aurEff, mode, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; AuraEffectHandleModes _mode; }; class EffectAbsorbHandler final : public EffectBase { public: using ScriptFuncInvoker = AuraScript::ScriptFuncInvoker; template explicit EffectAbsorbHandler(ScriptFunc handler, uint8 effIndex, uint16 auraType) : EffectBase(effIndex, auraType) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); if constexpr (std::is_member_function_pointer_v) static_assert(std::is_invocable_r_v, R""(EffectAbsorbHandler signature must be "void HandleAbsorb(AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount)")""); else static_assert(std::is_invocable_r_v, R""(EffectAbsorbHandler signature must be "static void HandleAbsorb(your_script_class& script, AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(AuraScript* auraScript, AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount) const { return _invoker.Thunk(*auraScript, aurEff, dmgInfo, absorbAmount, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; class EffectAbsorbHealHandler final : public EffectBase { public: using ScriptFuncInvoker = AuraScript::ScriptFuncInvoker; template explicit EffectAbsorbHealHandler(ScriptFunc handler, uint8 effIndex, uint16 auraType) : EffectBase(effIndex, auraType) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); if constexpr (std::is_member_function_pointer_v) static_assert(std::is_invocable_r_v, R""(EffectAbsorbHealHandler signature must be "void HandleAbsorb(AuraEffect* aurEff, HealInfo& healInfo, uint32& absorbAmount)")""); else static_assert(std::is_invocable_r_v, R""(EffectAbsorbHealHandler signature must be "static void HandleAbsorb(your_script_class& script, AuraEffect* aurEff, HealInfo& healInfo, uint32& absorbAmount)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(AuraScript* auraScript, AuraEffect* aurEff, HealInfo& healInfo, uint32& absorbAmount) const { return _invoker.Thunk(*auraScript, aurEff, healInfo, absorbAmount, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; class CheckProcHandler final { public: using ScriptFuncInvoker = AuraScript::ScriptFuncInvoker; template explicit CheckProcHandler(ScriptFunc handler) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); if constexpr (std::is_member_function_pointer_v) static_assert(std::is_invocable_r_v, R""(CheckProcHandler signature must be "bool CheckProc(ProcEventInfo& eventInfo)")""); else static_assert(std::is_invocable_r_v, R""(CheckProcHandler signature must be "static bool CheckProc(your_script_class& script, ProcEventInfo& eventInfo)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } bool Call(AuraScript* auraScript, ProcEventInfo& eventInfo) const { return _invoker.Thunk(*auraScript, eventInfo, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; class CheckEffectProcHandler final : public EffectBase { public: using ScriptFuncInvoker = AuraScript::ScriptFuncInvoker; template explicit CheckEffectProcHandler(ScriptFunc handler, uint8 effIndex, uint16 auraType) : EffectBase(effIndex, auraType) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); if constexpr (std::is_member_function_pointer_v) static_assert(std::is_invocable_r_v, R""(CheckEffectProcHandler signature must be "bool CheckProc(AuraEffect const* aurEff, ProcEventInfo& eventInfo)")""); else static_assert(std::is_invocable_r_v, R""(CheckEffectProcHandler signature must be "static bool CheckProc(your_script_class& script, AuraEffect const* aurEff, ProcEventInfo& eventInfo)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } bool Call(AuraScript* auraScript, AuraEffect const* aurEff, ProcEventInfo& eventInfo) const { return _invoker.Thunk(*auraScript, aurEff, eventInfo, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; class AuraProcHandler final { public: using ScriptFuncInvoker = AuraScript::ScriptFuncInvoker; template explicit AuraProcHandler(ScriptFunc handler) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); if constexpr (std::is_member_function_pointer_v) static_assert(std::is_invocable_r_v, R""(AuraProcHandler signature must be "void HandleProc(ProcEventInfo& eventInfo)")""); else static_assert(std::is_invocable_r_v, R""(AuraProcHandler signature must be "static void HandleProc(your_script_class& script, ProcEventInfo& eventInfo)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(AuraScript* auraScript, ProcEventInfo& eventInfo) const { return _invoker.Thunk(*auraScript, eventInfo, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; class EffectProcHandler final : public EffectBase { public: using ScriptFuncInvoker = AuraScript::ScriptFuncInvoker; template explicit EffectProcHandler(ScriptFunc handler, uint8 effIndex, uint16 auraType) : EffectBase(effIndex, auraType) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); if constexpr (std::is_member_function_pointer_v) static_assert(std::is_invocable_r_v, R""(EffectProcHandler signature must be "void HandleProc(AuraEffect* aurEff, ProcEventInfo& eventInfo)")""); else static_assert(std::is_invocable_r_v, R""(EffectProcHandler signature must be "static void HandleProc(your_script_class& script, AuraEffect* aurEff, ProcEventInfo& eventInfo)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(AuraScript* auraScript, AuraEffect* aurEff, ProcEventInfo& eventInfo) const { return _invoker.Thunk(*auraScript, aurEff, eventInfo, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; class EnterLeaveCombatHandler final { public: using ScriptFuncInvoker = AuraScript::ScriptFuncInvoker; template explicit EnterLeaveCombatHandler(ScriptFunc handler) { using ScriptClass = GetScriptClass_t; static_assert(ScriptFuncInvoker::Size >= sizeof(ScriptFunc)); static_assert(ScriptFuncInvoker::Alignment >= alignof(ScriptFunc)); static_assert(std::is_invocable_r_v, R""(EnterLeaveCombatHandler signature must be "void HandleEnterLeaveCombat(bool isNowInCombat)")""); new (_invoker.ImplStorage.data()) ScriptFuncInvoker::Impl{ .Func = handler }; _invoker.Thunk = &ScriptFuncInvoker::Impl::Invoke; } void Call(AuraScript* auraScript, bool isNowInCombat) const { return _invoker.Thunk(*auraScript, isNowInCombat, _invoker.ImplStorage); } private: ScriptFuncInvoker _invoker; }; // left for custom compatibility only, DO NOT USE #define PrepareAuraScript(CLASSNAME) public: AuraScript() noexcept; ~AuraScript(); bool _Validate(SpellInfo const* entry) override; bool _Load(Aura* aura); void _PrepareScriptCall(AuraScriptHookType hookType, AuraApplication const* aurApp = nullptr); 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) CheckAreaTargetHandler(&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) AuraDispelHandler(&F) // executed on every heartbeat of a unit // example: OnHeartbeat += AuraHeartbeatFn(class::function); // where function is: void function(); HookList OnHeartbeat; #define AuraHeartbeatFn(F) AuraHeartbeatHandler(&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) EffectApplyHandler(&F, I, N, M) // executed after aura effect is removed with specified mode from target // should be used 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) EffectApplyHandler(&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) EffectPeriodicHandler(&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) EffectUpdatePeriodicHandler(&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) EffectCalcAmountHandler(&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) EffectCalcPeriodicHandler(&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) EffectCalcSpellModHandler(&F, I, N) // executed when aura effect calculates crit chance for dots and hots // example: DoEffectCalcCritChance += AuraEffectCalcCritChanceFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier); // where function is: void function(AuraEffect const* aurEff, Unit* victim, float& critChance); HookList DoEffectCalcCritChance; #define AuraEffectCalcCritChanceFn(F, I, N) EffectCalcCritChanceHandler(&F, I, N) // executed when aura effect calculates damage or healing for dots and hots // example: DoEffectCalcDamageAndHealing += AuraEffectCalcDamageFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier); // example: DoEffectCalcDamageAndHealing += AuraEffectCalcHealingFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier); // where function is: void function(AuraEffect const* aurEff, Unit* victim, int32& damageOrHealing, int32& flatMod, float& pctMod); HookList DoEffectCalcDamageAndHealing; #define AuraEffectCalcDamageFn(F, I, N) EffectCalcDamageAndHealingHandler(&F, I, N) #define AuraEffectCalcHealingFn(F, I, N) EffectCalcDamageAndHealingHandler(&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) EffectAbsorbHandler(&F, I, SPELL_AURA_SCHOOL_ABSORB) #define AuraEffectAbsorbOverkillFn(F, I) EffectAbsorbHandler(&F, I, SPELL_AURA_SCHOOL_ABSORB_OVERKILL) // 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 absorb aura effect is going to reduce damage // example: OnEffectAbsorbHeal += AuraEffectAbsorbHealFn(class::function, EffectIndexSpecifier); // where function is: void function(AuraEffect const* aurEff, HealInfo& healInfo, uint32& absorbAmount); HookList OnEffectAbsorbHeal; #define AuraEffectAbsorbHealFn(F, I) EffectAbsorbHealHandler(&F, I, SPELL_AURA_SCHOOL_HEAL_ABSORB) // executed after absorb aura effect reduced heal to target - absorbAmount is real amount absorbed by aura // example: AfterEffectAbsorbHeal += AuraEffectAbsorbHealFn(class::function, EffectIndexSpecifier); // where function is: void function(AuraEffect* aurEff, HealInfo& healInfo, uint32& absorbAmount); HookList AfterEffectAbsorbHeal; // 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) EffectAbsorbHandler(&F, I, SPELL_AURA_MANA_SHIELD) // 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) EffectAbsorbHandler(&F, I, SPELL_AURA_SPLIT_DAMAGE_PCT) // 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) CheckProcHandler(&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) CheckEffectProcHandler(&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) AuraProcHandler(&F) // executed when aura effect procs // example: OnEffectProc += AuraEffectProcFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier); // where function is: void function(AuraEffect* aurEff, ProcEventInfo& procInfo); HookList OnEffectProc; // executed after aura effect proced // example: AfterEffectProc += AuraEffectProcFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier); // where function is: void function(AuraEffect* aurEff, ProcEventInfo& procInfo); HookList AfterEffectProc; #define AuraEffectProcFn(F, I, N) EffectProcHandler(&F, I, N) // executed when target enters or leaves combat // example: OnEnterLeaveCombat += AuraEnterLeaveCombatFn(class::function) // where function is: void function (bool isNowInCombat); HookList OnEnterLeaveCombat; #define AuraEnterLeaveCombatFn(F) EnterLeaveCombatHandler(&F) // 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; SpellEffectInfo const& GetEffectInfo(SpellEffIndex effIndex) 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 gameobject which cast the aura or NULL if not available GameObject* GetGObjCaster() 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; // returns desired cast difficulty for triggered spells Difficulty GetCastDifficulty() 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 // TRINITY_SPELL_SCRIPT_H