/* * Copyright (C) 2008-2010 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 "Util.h" #include "SharedDefines.h" #include "SpellAuraDefines.h" class Unit; struct SpellEntry; class SpellScript; class Spell; class Aura; class AuraEffect; struct SpellModifier; class Creature; class GameObject; class DynamicObject; class Player; class Item; class WorldLocation; class WorldObject; #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 _SpellScript { // internal use classes & functions // DO NOT OVERRIDE THESE IN SCRIPTS protected: virtual bool _Validate(SpellEntry const * entry); public: virtual void _Register(); virtual void _Unload(); virtual void _Init(const std::string * scriptname, uint32 spellId); protected: class EffectHook { public: EffectHook(uint8 _effIndex); uint8 GetAffectedEffectsMask(SpellEntry const * spellEntry); bool IsEffectAffected(SpellEntry const * spellEntry, uint8 effIndex); virtual bool CheckEffect(SpellEntry const * spellEntry, uint8 effIndex) = 0; std::string EffIndexToString(); protected: uint8 effIndex; }; class EffectNameCheck { public: EffectNameCheck(uint16 _effName) {effName = _effName;}; bool Check(SpellEntry const * spellEntry, uint8 effIndex); std::string ToString(); private: uint16 effName; }; class EffectAuraNameCheck { public: EffectAuraNameCheck(uint16 _effAurName) { effAurName = _effAurName; } bool Check(SpellEntry const * spellEntry, uint8 effIndex); std::string ToString(); private: uint16 effAurName; }; uint8 m_currentScriptState; const std::string * m_scriptName; uint32 m_scriptSpellId; 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(SpellEntry const * /*spellEntry*/) {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() {}; }; // SpellScript interface - enum used for runtime checks of script function calls enum SpellScriptHookType { SPELL_SCRIPT_HOOK_EFFECT = SPELL_SCRIPT_STATE_END, SPELL_SCRIPT_HOOK_BEFORE_HIT, SPELL_SCRIPT_HOOK_HIT, SPELL_SCRIPT_HOOK_AFTER_HIT, }; #define HOOK_SPELL_HIT_START SPELL_SCRIPT_HOOK_EFFECT #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_AFTER_HIT + 1 #define HOOK_SPELL_COUNT HOOK_SPELL_END - HOOK_SPELL_START class SpellScript : public _SpellScript { // internal use classes & functions // DO NOT OVERRIDE THESE IN SCRIPTS public: typedef void(SpellScript::*SpellEffectFnType)(SpellEffIndex); typedef void(SpellScript::*SpellHitFnType)(); class EffectHandler : public _SpellScript::EffectNameCheck, public _SpellScript::EffectHook { public: EffectHandler(SpellEffectFnType _pEffectHandlerScript,uint8 _effIndex, uint16 _effName); std::string ToString(); bool CheckEffect(SpellEntry const * spellEntry, uint8 effIndex); void Call(SpellScript * spellScript, SpellEffIndex effIndex); private: SpellEffectFnType pEffectHandlerScript; }; typedef SpellHitFnType HitHandler; public: bool _Validate(SpellEntry const * entry); bool _Load(Spell * spell); void _InitHit(); bool _IsEffectPrevented(SpellEffIndex effIndex) {return m_hitPreventEffectMask & (1<= HOOK_SPELL_HIT_START && m_currentScriptState < HOOK_SPELL_HIT_END); }; bool IsInEffectHook() { return (m_currentScriptState == SPELL_SCRIPT_HOOK_EFFECT); }; private: Spell * m_spell; uint8 m_hitPreventEffectMask; uint8 m_hitPreventDefaultEffectMask; public: // // SpellScript interface // hooks to which you can attach your functions // // example: OnEffect += SpellEffectFn(class::function, EffectIndexSpecifier, EffectNameSpecifier); // where function is void function(SpellEffIndex effIndex) HookList OnEffect; #define SpellEffectFn(F, I, N) EffectHandler((SpellEffectFnType)&F, I, N) // example: BeforeHit += SpellHitFn(class::function); HookList BeforeHit; // example: OnHit += SpellHitFn(class::function); HookList OnHit; // example: AfterHit += SpellHitFn(class::function); HookList AfterHit; // where function is: void function() #define SpellHitFn(F) (SpellHitFnType)&F // hooks are executed in following order, at specified event of spell: // 1. BeforeHit - executed just before spell hits a target // 2. OnEffect - executed just before specified effect handler call // 3. OnHit - executed just before spell deals damage and procs auras // 4. AfterHit - executed just after spell finishes all it's jobs for target // // methods allowing interaction with Spell object // // methods useable during all spell handling phases Unit * GetCaster(); Unit * GetOriginalCaster(); SpellEntry const * GetSpellInfo(); // methods useable after spell targets are set // accessors to the "focus" targets of the spell // note: do not confuse these with spell hit targets // returns: WorldLocation which was selected as a spell destination or NULL WorldLocation * GetTargetDest(); // returns: Unit which was selected as a spell target or NULL Unit * GetTargetUnit(); // returns: GameObject which was selected as a spell target or NULL GameObject * GetTargetGObj(); // returns: Item which was selected as a spell target or NULL Item * GetTargetItem(); // methods useable only during spell hit on target phase: // returns: target of current effect if it was Unit otherwise NULL Unit * GetHitUnit(); // returns: target of current effect if it was Creature otherwise NULL Creature * GetHitCreature(); // returns: target of current effect if it was Player otherwise NULL Player * GetHitPlayer(); // returns: target of current effect if it was Item otherwise NULL Item * GetHitItem(); // returns: target of current effect if it was GameObject otherwise NULL GameObject * GetHitGObj(); // setter/getter for for damage done by spell to target of spell hit int32 GetHitDamage(); void SetHitDamage(int32 damage); void PreventHitDamage() { SetHitDamage(0); }; // setter/getter for for heal done by spell to target of spell hit int32 GetHitHeal(); void SetHitHeal(int32 heal); void PreventHitHeal() { SetHitHeal(0); }; // returns current spell hit target aura Aura * GetHitAura(); // 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 avalible only in EffectHandler method int32 GetEffectValue(); // returns: cast item if present. Item * GetCastItem(); // Creates item. Calls Spell::DoCreateItem method. void CreateItem(uint32 effIndex, uint32 itemId); }; // 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_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_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 AuraScript : public _SpellScript { // internal use classes & functions // DO NOT OVERRIDE THESE IN SCRIPTS public: typedef void(AuraScript::*AuraEffectApplicationModeFnType)(AuraEffect const *, AuraApplication const *, AuraEffectHandleModes mode); typedef void(AuraScript::*AuraEffectPeriodicFnType)(AuraEffect const *, AuraApplication const *); typedef void(AuraScript::*AuraEffectUpdatePeriodicFnType)(AuraEffect *); typedef void(AuraScript::*AuraEffectCalcAmountFnType)(AuraEffect const *, int32 &, bool &); typedef void(AuraScript::*AuraEffectCalcPeriodicFnType)(AuraEffect const *, bool &, int32 &); typedef void(AuraScript::*AuraEffectCalcSpellModFnType)(AuraEffect const *, SpellModifier *&); class EffectBase : public _SpellScript::EffectAuraNameCheck, public _SpellScript::EffectHook { public: EffectBase(uint8 _effIndex, uint16 _effName); std::string ToString(); bool CheckEffect(SpellEntry const * spellEntry, uint8 effIndex); }; class EffectPeriodicHandler : public EffectBase { public: EffectPeriodicHandler(AuraEffectPeriodicFnType _pEffectHandlerScript,uint8 _effIndex, uint16 _effName); void Call(AuraScript * auraScript, AuraEffect const * _aurEff, AuraApplication const * _aurApp); private: AuraEffectPeriodicFnType pEffectHandlerScript; }; class EffectUpdatePeriodicHandler : public EffectBase { public: EffectUpdatePeriodicHandler(AuraEffectUpdatePeriodicFnType _pEffectHandlerScript,uint8 _effIndex, uint16 _effName); void Call(AuraScript * auraScript, AuraEffect * aurEff); private: AuraEffectUpdatePeriodicFnType pEffectHandlerScript; }; class 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 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 EffectCalcSpellModHandler : public EffectBase { public: EffectCalcSpellModHandler(AuraEffectCalcSpellModFnType _pEffectHandlerScript,uint8 _effIndex, uint16 _effName); void Call(AuraScript * auraScript, AuraEffect const* aurEff, SpellModifier *& spellMod); private: AuraEffectCalcSpellModFnType pEffectHandlerScript; }; class EffectApplyHandler : public EffectBase { public: EffectApplyHandler(AuraEffectApplicationModeFnType _pEffectHandlerScript,uint8 _effIndex, uint16 _effName, AuraEffectHandleModes _mode); void Call(AuraScript * auraScript, AuraEffect const * _aurEff, AuraApplication const * _aurApp, AuraEffectHandleModes _mode); private: AuraEffectApplicationModeFnType pEffectHandlerScript; AuraEffectHandleModes mode; }; public: bool _Validate(SpellEntry const * entry); bool _Load(Aura * aura); void _PrepareScriptCall(AuraScriptHookType hookType); void _FinishScriptCall(); bool _IsDefaultActionPrevented(); private: Aura * m_aura; bool m_defaultActionPrevented; public: // // AuraScript interface // hooks to which you can attach your functions // // executed when periodic aura effect is applied with specified mode to target // example: OnEffectApply += AuraEffectApplyFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier, AuraEffectHandleModes); HookList OnEffectApply; #define AuraEffectApplyFn(F, I, N, M) EffectApplyHandler((AuraEffectApplicationModeFnType)&F, I, N, M) // executed when periodic aura effect is removed with specified mode from target // example: OnEffectRemove += AuraEffectRemoveFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier, AuraEffectHandleModes); // where function is: void function (AuraEffect const * aurEff, AuraApplication const * aurApp, AuraEffectHandleModes mode); HookList OnEffectRemove; #define AuraEffectRemoveFn(F, I, N, M) EffectApplyHandler((AuraEffectApplicationModeFnType)&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, AuraApplication const * aurApp, AuraEffectHandleModes mode); HookList OnEffectPeriodic; #define AuraEffectPeriodicFn(F, I, N) EffectPeriodicHandler((AuraEffectPeriodicFnType)&F, I, N) // executed when periodic aura effect is updated // example: OnEffectUpdatePeriodic += AuraEffectUpdatePeriodicFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier); // where function is: void function (AuraEffect const * aurEff, AuraApplication const * aurApp); HookList OnEffectUpdatePeriodic; #define AuraEffectUpdatePeriodicFn(F, I, N) EffectUpdatePeriodicHandler((AuraEffectUpdatePeriodicFnType)&F, I, N) // executed when aura effect calculates amount // example: OnEffectCalcAmount += AuraEffectCalcAmounFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier); // where function is: void function (AuraEffect * aurEff, int32 & amount, bool & canBeRecalculated); HookList OnEffectCalcAmount; #define AuraEffectCalcAmountFn(F, I, N) EffectCalcAmountHandler((AuraEffectCalcAmountFnType)&F, I, N) // executed when aura effect calculates periodic data // example: OnEffectCalcPeriodic += AuraEffectCalcPeriodicFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier); // where function is: void function (AuraEffect const * aurEff, bool & isPeriodic, int32 & amplitude); HookList OnEffectCalcPeriodic; #define AuraEffectCalcPeriodicFn(F, I, N) EffectCalcPeriodicHandler((AuraEffectCalcPeriodicFnType)&F, I, N) // executed when aura effect calculates spellmod // example: OnEffectCalcSpellMod += AuraEffectCalcSpellModFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier); // where function is: void function (AuraEffect const * aurEff, SpellModifier *& spellMod); HookList OnEffectCalcSpellMod; #define AuraEffectCalcSpellModFn(F, I, N) EffectCalcSpellModHandler((AuraEffectCalcSpellModFnType)&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 SpellEntry const* GetSpellProto() const; // returns spellid of the spell uint32 GetId() const; // returns guid of object which casted the aura (m_originalCaster of the Spell class) uint64 const& GetCasterGUID() const; // returns unit which casted the aura or NULL if not avalible (caster logged out for example) Unit* GetCaster() const; // returns object on which aura was casted, target for non-area auras, area aura source for area auras WorldObject * GetOwner() const; // returns owner if it's unit, NULL otherwise Unit * GetUnitOwner() const; // returns owner if it's dynobj, NULL otherwise DynamicObject * GetDynobjOwner() const; // removes aura with remove mode (see AuraRemoveMode enum) void Remove(uint32 removeMode = 0); // 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); // 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); // returns true if last charge dropped bool DropCharge(); // stack amount manipulation uint8 GetStackAmount() const; void SetStackAmount(uint8 num, bool applied = true); bool ModStackAmount(int32 num); // passive - "working in background", not saved, not removed by immonities, 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; }; // // 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