/* * 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(); 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); 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 using GetScriptClass_t = typename GetScriptClass::type; 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_ON_PRECAST, SPELL_SCRIPT_HOOK_CALC_CAST_TIME, }; #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 public: class TC_GAME_API CastHandler { public: using SpellCastFnType = void(SpellScript::*)(); template static CastHandler Create(ScriptFunc handler) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(SpellCastFnType) >= sizeof(ScriptFunc)); static_assert(alignof(SpellCastFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v && std::is_same_v, void>, "CastHandler signature must be \"void HandleCast()\""); return { reinterpret_cast(handler) }; } CastHandler(SpellCastFnType callImpl); CastHandler(CastHandler const& right) = delete; CastHandler(CastHandler&& right) noexcept; CastHandler& operator=(CastHandler const& right) = delete; CastHandler& operator=(CastHandler&& right) noexcept; ~CastHandler(); void Call(SpellScript* spellScript) const; private: SpellCastFnType _callImpl; }; class TC_GAME_API CheckCastHandler { public: using SpellCheckCastFnType = SpellCastResult(SpellScript::*)(); template static CheckCastHandler Create(ScriptFunc handler) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(SpellCheckCastFnType) >= sizeof(ScriptFunc)); static_assert(alignof(SpellCheckCastFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v && std::is_same_v, SpellCastResult>, "CheckCastHandler signature must be \"SpellCastResult CheckCast()\""); return { reinterpret_cast(handler) }; } CheckCastHandler(SpellCheckCastFnType callImpl); CheckCastHandler(CheckCastHandler const& right) = delete; CheckCastHandler(CheckCastHandler&& right) noexcept; CheckCastHandler& operator=(CheckCastHandler const& right) = delete; CheckCastHandler& operator=(CheckCastHandler&& right) noexcept; ~CheckCastHandler(); SpellCastResult Call(SpellScript* spellScript) const; private: SpellCheckCastFnType _callImpl; }; class TC_GAME_API EffectHandler : public EffectHook { public: using SpellEffectFnType = void(SpellScript::*)(SpellEffIndex); template static EffectHandler Create(ScriptFunc handler, uint8 effIndex, uint16 effName) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(SpellEffectFnType) >= sizeof(ScriptFunc)); static_assert(alignof(SpellEffectFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v && std::is_same_v, void>, "EffectHandler signature must be \"void HandleEffect(SpellEffIndex effIndex)\""); return { reinterpret_cast(handler), effIndex, effName }; } EffectHandler(SpellEffectFnType callImpl, uint8 effIndex, uint16 effName); EffectHandler(EffectHandler const& right) = delete; EffectHandler(EffectHandler&& right) noexcept; EffectHandler& operator=(EffectHandler const& right) = delete; EffectHandler& operator=(EffectHandler&& right) noexcept; ~EffectHandler(); std::string ToString() const; bool CheckEffect(SpellInfo const* spellInfo, uint8 effIndex) const override; void Call(SpellScript* spellScript, SpellEffIndex effIndex) const; private: SpellEffectFnType _callImpl; uint16 _effName; }; class TC_GAME_API BeforeHitHandler { public: using SpellBeforeHitFnType = void(SpellScript::*)(SpellMissInfo missInfo); template static BeforeHitHandler Create(ScriptFunc handler) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(SpellBeforeHitFnType) >= sizeof(ScriptFunc)); static_assert(alignof(SpellBeforeHitFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v && std::is_same_v, void>, "BeforeHitHandler signature must be \"void HandleBeforeHit(SpellMissInfo missInfo)\""); return { reinterpret_cast(handler) }; } BeforeHitHandler(SpellBeforeHitFnType callImpl); BeforeHitHandler(BeforeHitHandler const& right) = delete; BeforeHitHandler(BeforeHitHandler&& right) noexcept; BeforeHitHandler& operator=(BeforeHitHandler const& right) = delete; BeforeHitHandler& operator=(BeforeHitHandler&& right) noexcept; ~BeforeHitHandler(); void Call(SpellScript* spellScript, SpellMissInfo missInfo) const; private: SpellBeforeHitFnType _callImpl; }; class TC_GAME_API HitHandler { public: using SpellHitFnType = void(SpellScript::*)(); template static HitHandler Create(ScriptFunc handler) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(SpellHitFnType) >= sizeof(ScriptFunc)); static_assert(alignof(SpellHitFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v && std::is_same_v, void>, "HitHandler signature must be \"void HandleHit()\""); return { reinterpret_cast(handler) }; } HitHandler(SpellHitFnType callImpl); HitHandler(HitHandler const& right) = delete; HitHandler(HitHandler&& right) noexcept; HitHandler& operator=(HitHandler const& right) = delete; HitHandler& operator=(HitHandler&& right) noexcept; virtual ~HitHandler(); void Call(SpellScript* spellScript) const; private: SpellHitFnType _callImpl; }; class TC_GAME_API OnCalcCritChanceHandler { public: using SpellOnCalcCritChanceFnType = void(SpellScript::*)(Unit const* victim, float& chance); template static OnCalcCritChanceHandler Create(ScriptFunc handler) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(SpellOnCalcCritChanceFnType) >= sizeof(ScriptFunc)); static_assert(alignof(SpellOnCalcCritChanceFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v && std::is_same_v, void>, "OnCalcCritChanceHandler signature must be \"void CalcCritChance(Unit const* victim, float& critChance)\""); return { reinterpret_cast(handler) }; } OnCalcCritChanceHandler(SpellOnCalcCritChanceFnType callImpl); OnCalcCritChanceHandler(OnCalcCritChanceHandler const& right) = delete; OnCalcCritChanceHandler(OnCalcCritChanceHandler&& right) noexcept; OnCalcCritChanceHandler& operator=(OnCalcCritChanceHandler const& right) = delete; OnCalcCritChanceHandler& operator=(OnCalcCritChanceHandler&& right) noexcept; virtual ~OnCalcCritChanceHandler(); void Call(SpellScript* spellScript, Unit const* victim, float& critChance) const; private: SpellOnCalcCritChanceFnType _callImpl; }; 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 TC_GAME_API ObjectAreaTargetSelectHandler : public TargetHook { public: using SpellObjectAreaTargetSelectFnType = void(SpellScript::*)(std::list&); template static ObjectAreaTargetSelectHandler Create(ScriptFunc handler, uint8 effIndex, uint16 targetType) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(SpellObjectAreaTargetSelectFnType) >= sizeof(ScriptFunc)); static_assert(alignof(SpellObjectAreaTargetSelectFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v&> && std::is_same_v&>, void>, "ObjectAreaTargetSelectHandler signature must be \"void SetTargets(std::list& targets)\""); return { reinterpret_cast(handler), effIndex, targetType }; } ObjectAreaTargetSelectHandler(SpellObjectAreaTargetSelectFnType callImpl, uint8 effIndex, uint16 targetType); ObjectAreaTargetSelectHandler(ObjectAreaTargetSelectHandler const& right) = delete; ObjectAreaTargetSelectHandler(ObjectAreaTargetSelectHandler&& right) noexcept; ObjectAreaTargetSelectHandler& operator=(ObjectAreaTargetSelectHandler const& right) = delete; ObjectAreaTargetSelectHandler& operator=(ObjectAreaTargetSelectHandler&& right) noexcept; ~ObjectAreaTargetSelectHandler(); void Call(SpellScript* spellScript, std::list& targets) const; private: SpellObjectAreaTargetSelectFnType _callImpl; }; class TC_GAME_API ObjectTargetSelectHandler : public TargetHook { public: using SpellObjectTargetSelectFnType = void(SpellScript::*)(WorldObject*&); template static ObjectTargetSelectHandler Create(ScriptFunc handler, uint8 effIndex, uint16 targetType) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(SpellObjectTargetSelectFnType) >= sizeof(ScriptFunc)); static_assert(alignof(SpellObjectTargetSelectFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v && std::is_same_v, void>, "ObjectTargetSelectHandler signature must be \"void SetTarget(WorldObject*& target)\""); return { reinterpret_cast(handler), effIndex, targetType }; } ObjectTargetSelectHandler(SpellObjectTargetSelectFnType callImpl, uint8 effIndex, uint16 targetType); ObjectTargetSelectHandler(ObjectTargetSelectHandler const& right) = delete; ObjectTargetSelectHandler(ObjectTargetSelectHandler&& right) noexcept; ObjectTargetSelectHandler& operator=(ObjectTargetSelectHandler const& right) = delete; ObjectTargetSelectHandler& operator=(ObjectTargetSelectHandler&& right) noexcept; ~ObjectTargetSelectHandler(); void Call(SpellScript* spellScript, WorldObject*& target) const; private: SpellObjectTargetSelectFnType _callImpl; }; class TC_GAME_API DestinationTargetSelectHandler : public TargetHook { public: using SpellDestinationTargetSelectFnType = void(SpellScript::*)(SpellDestination&); template static DestinationTargetSelectHandler Create(ScriptFunc handler, uint8 effIndex, uint16 targetType) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(SpellDestinationTargetSelectFnType) >= sizeof(ScriptFunc)); static_assert(alignof(SpellDestinationTargetSelectFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v && std::is_same_v, void>, "DestinationTargetSelectHandler signature must be \"void SetTarget(SpellDestination& target)\""); return { reinterpret_cast(handler), effIndex, targetType }; } DestinationTargetSelectHandler(SpellDestinationTargetSelectFnType callImpl, uint8 effIndex, uint16 targetType); DestinationTargetSelectHandler(DestinationTargetSelectHandler const& right) = delete; DestinationTargetSelectHandler(DestinationTargetSelectHandler&& right) noexcept; DestinationTargetSelectHandler& operator=(DestinationTargetSelectHandler const& right) = delete; DestinationTargetSelectHandler& operator=(DestinationTargetSelectHandler&& right) noexcept; ~DestinationTargetSelectHandler(); void Call(SpellScript* spellScript, SpellDestination& target) const; private: SpellDestinationTargetSelectFnType _callImpl; }; class TC_GAME_API OnCalculateResistAbsorbHandler { public: using SpellOnResistAbsorbCalculateFnType = void(SpellScript::*)(DamageInfo const& damageInfo, uint32& resistAmount, int32& absorbAmount); template static OnCalculateResistAbsorbHandler Create(ScriptFunc handler) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(SpellOnResistAbsorbCalculateFnType) >= sizeof(ScriptFunc)); static_assert(alignof(SpellOnResistAbsorbCalculateFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v && std::is_same_v, void>, "OnCalculateResistAbsorbHandler signature must be \"void CalcAbsorbResist(DamageInfo const& damageInfo, uint32& resistAmount, int32& absorbAmount)\""); return { reinterpret_cast(handler) }; } OnCalculateResistAbsorbHandler(SpellOnResistAbsorbCalculateFnType callImpl); OnCalculateResistAbsorbHandler(OnCalculateResistAbsorbHandler const& right) = delete; OnCalculateResistAbsorbHandler(OnCalculateResistAbsorbHandler&& right) noexcept; OnCalculateResistAbsorbHandler& operator=(OnCalculateResistAbsorbHandler const& right) = delete; OnCalculateResistAbsorbHandler& operator=(OnCalculateResistAbsorbHandler&& right) noexcept; ~OnCalculateResistAbsorbHandler(); void Call(SpellScript* spellScript, DamageInfo const& damageInfo, uint32& resistAmount, int32& absorbAmount) const; private: SpellOnResistAbsorbCalculateFnType _callImpl; }; // left for custom compatibility only, DO NOT USE #define PrepareSpellScript(CLASSNAME) using silence_semicolon_warning = void SpellScript(); ~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::Create(&F) // example: OnCheckCast += SpellCheckCastFn(); // where function is SpellCastResult function() HookList OnCheckCast; #define SpellCheckCastFn(F) CheckCastHandler::Create(&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::Create(&F, I, N) // example: BeforeHit += BeforeSpellHitFn(class::function); // where function is void function(SpellMissInfo missInfo) HookList BeforeHit; #define BeforeSpellHitFn(F) BeforeHitHandler::Create(&F) // example: OnHit += SpellHitFn(class::function); HookList OnHit; // example: AfterHit += SpellHitFn(class::function); HookList AfterHit; // where function is: void function() #define SpellHitFn(F) HitHandler::Create(&F) // example: OnCalcCritChance += SpellOnCalcCritChanceFn(class::function); // where function is: void function(Unit* victim, float& critChance) HookList OnCalcCritChance; #define SpellOnCalcCritChanceFn(F) OnCalcCritChanceHandler::Create(&F) // example: OnObjectAreaTargetSelect += SpellObjectAreaTargetSelectFn(class::function, EffectIndexSpecifier, TargetsNameSpecifier); // where function is void function(std::list& targets) HookList OnObjectAreaTargetSelect; #define SpellObjectAreaTargetSelectFn(F, I, N) ObjectAreaTargetSelectHandler::Create(&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::Create(&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::Create(&F, I, N) // example: OnCalculateResistAbsorb += SpellOnResistAbsorbCalculateFn(class::function); // where function is void function(DamageInfo const& damageInfo, uint32& resistAmount, int32& absorbAmount) HookList OnCalculateResistAbsorb; #define SpellOnResistAbsorbCalculateFn(F) OnCalculateResistAbsorbHandler::Create(&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. OnEffectLaunchTarget - executed just before specified effect handler call - when spell missile is launched - called for each target from spell target map // 9. OnCalcCritChance - executed just after specified effect handler call - when spell missile is launched - called for each target from spell target map // 10. OnCalculateResistAbsorb - executed when damage resist/absorbs is calculated - before spell hit target // 11. OnEffectHit - executed just before specified effect handler call - when spell missile hits dest // 12. BeforeHit - executed just before spell hits a target - called for each target from spell target map // 13. OnEffectHitTarget - executed just before specified effect handler call - called for each target from spell target map // 14. OnHit - executed just before spell deals damage and procs auras - when spell hits target - called for each target from spell target map // 15. 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; 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& 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) 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_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_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 public: class TC_GAME_API CheckAreaTargetHandler { public: using AuraCheckAreaTargetFnType = bool(AuraScript::*)(Unit* target); template static CheckAreaTargetHandler Create(ScriptFunc handler) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(AuraCheckAreaTargetFnType) >= sizeof(ScriptFunc)); static_assert(alignof(AuraCheckAreaTargetFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v && std::is_same_v, bool>, "CheckAreaTargetHandler signature must be \"bool CheckTarget(Unit* target)\""); return { reinterpret_cast(handler) }; } CheckAreaTargetHandler(AuraCheckAreaTargetFnType callImpl); CheckAreaTargetHandler(CheckAreaTargetHandler const& right) = delete; CheckAreaTargetHandler(CheckAreaTargetHandler&& right) noexcept; CheckAreaTargetHandler& operator=(CheckAreaTargetHandler const& right) = delete; CheckAreaTargetHandler& operator=(CheckAreaTargetHandler&& right) noexcept; ~CheckAreaTargetHandler(); bool Call(AuraScript* auraScript, Unit* target) const; private: AuraCheckAreaTargetFnType _callImpl; }; class TC_GAME_API AuraDispelHandler { public: using AuraDispelFnType = void(AuraScript::*)(DispelInfo* dispelInfo); template static AuraDispelHandler Create(ScriptFunc handler) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(AuraDispelFnType) >= sizeof(ScriptFunc)); static_assert(alignof(AuraDispelFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v && std::is_same_v, void>, "AuraDispelHandler signature must be \"void HandleDispel(DispelInfo* dispelInfo)\""); return { reinterpret_cast(handler) }; } AuraDispelHandler(AuraDispelFnType callImpl); AuraDispelHandler(AuraDispelHandler const& right) = delete; AuraDispelHandler(AuraDispelHandler&& right) noexcept; AuraDispelHandler& operator=(AuraDispelHandler const& right) = delete; AuraDispelHandler& operator=(AuraDispelHandler&& right) noexcept; ~AuraDispelHandler(); void Call(AuraScript* auraScript, DispelInfo* dispelInfo) const; private: AuraDispelFnType _callImpl; }; 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 TC_GAME_API EffectPeriodicHandler : public EffectBase { public: using AuraEffectPeriodicFnType = void(AuraScript::*)(AuraEffect const* aurEff); template static EffectPeriodicHandler Create(ScriptFunc handler, uint8 effIndex, uint16 auraType) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(AuraEffectPeriodicFnType) >= sizeof(ScriptFunc)); static_assert(alignof(AuraEffectPeriodicFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v && std::is_same_v, void>, "EffectPeriodicHandler signature must be \"void HandlePeriodic(AuraEffect const* aurEff)\""); return { reinterpret_cast(handler), effIndex, auraType }; } EffectPeriodicHandler(AuraEffectPeriodicFnType callImpl, uint8 effIndex, uint16 auraType); EffectPeriodicHandler(EffectPeriodicHandler const& right) = delete; EffectPeriodicHandler(EffectPeriodicHandler&& right) noexcept; EffectPeriodicHandler& operator=(EffectPeriodicHandler const& right) = delete; EffectPeriodicHandler& operator=(EffectPeriodicHandler&& right) noexcept; ~EffectPeriodicHandler(); void Call(AuraScript* auraScript, AuraEffect const* aurEff) const; private: AuraEffectPeriodicFnType _callImpl; }; class TC_GAME_API EffectUpdatePeriodicHandler : public EffectBase { public: using AuraEffectUpdatePeriodicFnType = void(AuraScript::*)(AuraEffect* aurEff); template static EffectUpdatePeriodicHandler Create(ScriptFunc handler, uint8 effIndex, uint16 auraType) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(AuraEffectUpdatePeriodicFnType) >= sizeof(ScriptFunc)); static_assert(alignof(AuraEffectUpdatePeriodicFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v && std::is_same_v, void>, "EffectUpdatePeriodicHandler signature must be \"void HandleUpdatePeriodic(AuraEffect* aurEff)\""); return { reinterpret_cast(handler), effIndex, auraType }; } EffectUpdatePeriodicHandler(AuraEffectUpdatePeriodicFnType callImpl, uint8 effIndex, uint16 auraType); EffectUpdatePeriodicHandler(EffectUpdatePeriodicHandler const& right) = delete; EffectUpdatePeriodicHandler(EffectUpdatePeriodicHandler&& right) noexcept; EffectUpdatePeriodicHandler& operator=(EffectUpdatePeriodicHandler const& right) = delete; EffectUpdatePeriodicHandler& operator=(EffectUpdatePeriodicHandler&& right) noexcept; ~EffectUpdatePeriodicHandler(); void Call(AuraScript* auraScript, AuraEffect* aurEff) const; private: AuraEffectUpdatePeriodicFnType _callImpl; }; class TC_GAME_API EffectCalcAmountHandler : public EffectBase { public: using AuraEffectCalcAmountFnType = void(AuraScript::*)(AuraEffect const* aurEff, int32& amount, bool& canBeRecalculated); template static EffectCalcAmountHandler Create(ScriptFunc handler, uint8 effIndex, uint16 auraType) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(AuraEffectCalcAmountFnType) >= sizeof(ScriptFunc)); static_assert(alignof(AuraEffectCalcAmountFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v && std::is_same_v, void>, "EffectCalcAmountHandler signature must be \"void CalcAmount(AuraEffect const* aurEff, int32& amount, bool& canBeRecalculated)\""); return { reinterpret_cast(handler), effIndex, auraType }; } EffectCalcAmountHandler(AuraEffectCalcAmountFnType callImpl, uint8 effIndex, uint16 auraType); EffectCalcAmountHandler(EffectCalcAmountHandler const& right) = delete; EffectCalcAmountHandler(EffectCalcAmountHandler&& right) noexcept; EffectCalcAmountHandler& operator=(EffectCalcAmountHandler const& right) = delete; EffectCalcAmountHandler& operator=(EffectCalcAmountHandler&& right) noexcept; ~EffectCalcAmountHandler(); void Call(AuraScript* auraScript, AuraEffect const* aurEff, int32& amount, bool& canBeRecalculated) const; private: AuraEffectCalcAmountFnType _callImpl; }; class TC_GAME_API EffectCalcPeriodicHandler : public EffectBase { public: using AuraEffectCalcPeriodicFnType = void(AuraScript::*)(AuraEffect const* aurEff, bool& isPeriodic, int32& periodicTimer); template static EffectCalcPeriodicHandler Create(ScriptFunc handler, uint8 effIndex, uint16 auraType) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(AuraEffectCalcPeriodicFnType) >= sizeof(ScriptFunc)); static_assert(alignof(AuraEffectCalcPeriodicFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v && std::is_same_v, void>, "EffectCalcPeriodicHandler signature must be \"void CalcPeriodic(AuraEffect const* aurEff, bool& isPeriodic, int32& periodicTimer)\""); return { reinterpret_cast(handler), effIndex, auraType }; } EffectCalcPeriodicHandler(AuraEffectCalcPeriodicFnType callImpl, uint8 effIndex, uint16 auraType); EffectCalcPeriodicHandler(EffectCalcPeriodicHandler const& right) = delete; EffectCalcPeriodicHandler(EffectCalcPeriodicHandler&& right) noexcept; EffectCalcPeriodicHandler& operator=(EffectCalcPeriodicHandler const& right) = delete; EffectCalcPeriodicHandler& operator=(EffectCalcPeriodicHandler&& right) noexcept; ~EffectCalcPeriodicHandler(); void Call(AuraScript* auraScript, AuraEffect const* aurEff, bool& isPeriodic, int32& periodicTimer) const; private: AuraEffectCalcPeriodicFnType _callImpl; }; class TC_GAME_API EffectCalcSpellModHandler : public EffectBase { public: using AuraEffectCalcSpellModFnType = void(AuraScript::*)(AuraEffect const* aurEff, SpellModifier*& spellMod); template static EffectCalcSpellModHandler Create(ScriptFunc handler, uint8 effIndex, uint16 auraType) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(AuraEffectCalcSpellModFnType) >= sizeof(ScriptFunc)); static_assert(alignof(AuraEffectCalcSpellModFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v && std::is_same_v, void>, "EffectCalcSpellModHandler signature must be \"void CalcSpellMod(AuraEffect const* aurEff, SpellModifier*& spellMod)\""); return { reinterpret_cast(handler), effIndex, auraType }; } EffectCalcSpellModHandler(AuraEffectCalcSpellModFnType callImpl, uint8 effIndex, uint16 auraType); EffectCalcSpellModHandler(EffectCalcSpellModHandler const& right) = delete; EffectCalcSpellModHandler(EffectCalcSpellModHandler&& right) noexcept; EffectCalcSpellModHandler& operator=(EffectCalcSpellModHandler const& right) = delete; EffectCalcSpellModHandler& operator=(EffectCalcSpellModHandler&& right) noexcept; ~EffectCalcSpellModHandler(); void Call(AuraScript* auraScript, AuraEffect const* aurEff, SpellModifier*& spellMod) const; private: AuraEffectCalcSpellModFnType _callImpl; }; class TC_GAME_API EffectCalcCritChanceHandler : public EffectBase { public: using AuraEffectCalcCritChanceFnType = void(AuraScript::*)(AuraEffect const* aurEff, Unit const* victim, float& critChance); template static EffectCalcCritChanceHandler Create(ScriptFunc handler, uint8 effIndex, uint16 auraType) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(AuraEffectCalcCritChanceFnType) >= sizeof(ScriptFunc)); static_assert(alignof(AuraEffectCalcCritChanceFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v && std::is_same_v, void>, "EffectCalcSpellModHandler signature must be \"void CalcCritChance(AuraEffect const* aurEff, Unit const* victim, float& critChance)\""); return { reinterpret_cast(handler), effIndex, auraType }; } EffectCalcCritChanceHandler(AuraEffectCalcCritChanceFnType callImpl, uint8 effIndex, uint16 auraType); EffectCalcCritChanceHandler(EffectCalcCritChanceHandler const& right) = delete; EffectCalcCritChanceHandler(EffectCalcCritChanceHandler&& right) noexcept; EffectCalcCritChanceHandler& operator=(EffectCalcCritChanceHandler const& right) = delete; EffectCalcCritChanceHandler& operator=(EffectCalcCritChanceHandler&& right) noexcept; ~EffectCalcCritChanceHandler(); void Call(AuraScript* auraScript, AuraEffect const* aurEff, Unit const* victim, float& critChance) const; private: AuraEffectCalcCritChanceFnType _callImpl; }; class TC_GAME_API EffectApplyHandler : public EffectBase { public: using AuraEffectApplicationModeFnType = void(AuraScript::*)(AuraEffect const* aurEff, AuraEffectHandleModes mode); template static EffectApplyHandler Create(ScriptFunc handler, uint8 effIndex, uint16 auraType, AuraEffectHandleModes mode) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(AuraEffectApplicationModeFnType) >= sizeof(ScriptFunc)); static_assert(alignof(AuraEffectApplicationModeFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v && std::is_same_v, void>, "EffectApplyHandler signature must be \"void HandleApplyOrRemove(AuraEffect const* aurEff, AuraEffectHandleModes mode)\""); return { reinterpret_cast(handler), effIndex, auraType, mode }; } EffectApplyHandler(AuraEffectApplicationModeFnType callImpl, uint8 effIndex, uint16 auraType, AuraEffectHandleModes mode); EffectApplyHandler(EffectApplyHandler const& right) = delete; EffectApplyHandler(EffectApplyHandler&& right) noexcept; EffectApplyHandler& operator=(EffectApplyHandler const& right) = delete; EffectApplyHandler& operator=(EffectApplyHandler&& right) noexcept; ~EffectApplyHandler(); AuraEffectHandleModes GetMode() const { return _mode; } void Call(AuraScript* auraScript, AuraEffect const* aurEff, AuraEffectHandleModes mode) const; private: AuraEffectApplicationModeFnType _callImpl; AuraEffectHandleModes _mode; }; class TC_GAME_API EffectAbsorbHandler : public EffectBase { public: using AuraEffectAbsorbFnType = void(AuraScript::*)(AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount); template static EffectAbsorbHandler Create(ScriptFunc handler, uint8 effIndex, uint16 auraType) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(AuraEffectAbsorbFnType) >= sizeof(ScriptFunc)); static_assert(alignof(AuraEffectAbsorbFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v && std::is_same_v, void>, "EffectAbsorbHandler signature must be \"void HandleAbsorb(AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount)\""); return { reinterpret_cast(handler), effIndex, auraType }; } EffectAbsorbHandler(AuraEffectAbsorbFnType callImpl, uint8 effIndex, uint16 auraType); EffectAbsorbHandler(EffectAbsorbHandler const& right) = delete; EffectAbsorbHandler(EffectAbsorbHandler&& right) noexcept; EffectAbsorbHandler& operator=(EffectAbsorbHandler const& right) = delete; EffectAbsorbHandler& operator=(EffectAbsorbHandler&& right) noexcept; ~EffectAbsorbHandler(); void Call(AuraScript* auraScript, AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount) const; private: AuraEffectAbsorbFnType _callImpl; }; class TC_GAME_API EffectAbsorbHealHandler : public EffectBase { public: using AuraEffectAbsorbHealFnType = void(AuraScript::*)(AuraEffect* aurEff, HealInfo& healInfo, uint32& absorbAmount); template static EffectAbsorbHealHandler Create(ScriptFunc handler, uint8 effIndex, uint16 auraType) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(AuraEffectAbsorbHealFnType) >= sizeof(ScriptFunc)); static_assert(alignof(AuraEffectAbsorbHealFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v && std::is_same_v, void>, "EffectAbsorbHealHandler signature must be \"void HandleAbsorb(AuraEffect* aurEff, HealInfo& healInfo, uint32& absorbAmount)\""); return { reinterpret_cast(handler), effIndex, auraType }; } EffectAbsorbHealHandler(AuraEffectAbsorbHealFnType callImpl, uint8 effIndex, uint16 auraType); EffectAbsorbHealHandler(EffectAbsorbHealHandler const& right) = delete; EffectAbsorbHealHandler(EffectAbsorbHealHandler&& right) noexcept; EffectAbsorbHealHandler& operator=(EffectAbsorbHealHandler const& right) = delete; EffectAbsorbHealHandler& operator=(EffectAbsorbHealHandler&& right) noexcept; ~EffectAbsorbHealHandler(); void Call(AuraScript* auraScript, AuraEffect* aurEff, HealInfo& healInfo, uint32& absorbAmount) const; private: AuraEffectAbsorbHealFnType _callImpl; }; class TC_GAME_API CheckProcHandler { public: using AuraCheckProcFnType = bool(AuraScript::*)(ProcEventInfo& eventInfo); template static CheckProcHandler Create(ScriptFunc handler) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(AuraCheckProcFnType) >= sizeof(ScriptFunc)); static_assert(alignof(AuraCheckProcFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v && std::is_same_v, bool>, "CheckProcHandler signature must be \"bool CheckProc(ProcEventInfo& eventInfo)\""); return { reinterpret_cast(handler) }; } CheckProcHandler(AuraCheckProcFnType callImpl); CheckProcHandler(CheckProcHandler const& right) = delete; CheckProcHandler(CheckProcHandler&& right) noexcept; CheckProcHandler& operator=(CheckProcHandler const& right) = delete; CheckProcHandler& operator=(CheckProcHandler&& right) noexcept; ~CheckProcHandler(); bool Call(AuraScript* auraScript, ProcEventInfo& eventInfo) const; private: AuraCheckProcFnType _callImpl; }; class TC_GAME_API CheckEffectProcHandler : public EffectBase { public: using AuraCheckEffectProcFnType = bool(AuraScript::*)(AuraEffect const* aurEff, ProcEventInfo& eventInfo); template static CheckEffectProcHandler Create(ScriptFunc handler, uint8 effIndex, uint16 auraType) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(AuraCheckEffectProcFnType) >= sizeof(ScriptFunc)); static_assert(alignof(AuraCheckEffectProcFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v && std::is_same_v, bool>, "CheckEffectProcHandler signature must be \"bool CheckProc(AuraEffect const* aurEff, ProcEventInfo& eventInfo)\""); return { reinterpret_cast(handler), effIndex, auraType }; } CheckEffectProcHandler(AuraCheckEffectProcFnType callImpl, uint8 effIndex, uint16 auraType); CheckEffectProcHandler(CheckEffectProcHandler const& right) = delete; CheckEffectProcHandler(CheckEffectProcHandler&& right) noexcept; CheckEffectProcHandler& operator=(CheckEffectProcHandler const& right) = delete; CheckEffectProcHandler& operator=(CheckEffectProcHandler&& right) noexcept; ~CheckEffectProcHandler(); bool Call(AuraScript* auraScript, AuraEffect const* aurEff, ProcEventInfo& eventInfo) const; private: AuraCheckEffectProcFnType _callImpl; }; class TC_GAME_API AuraProcHandler { public: using AuraProcFnType = void(AuraScript::*)(ProcEventInfo&); template static AuraProcHandler Create(ScriptFunc handler) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(AuraProcFnType) >= sizeof(ScriptFunc)); static_assert(alignof(AuraProcFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v && std::is_same_v, void>, "AuraProcHandler signature must be \"void HandleProc(ProcEventInfo& eventInfo)\""); return { reinterpret_cast(handler) }; } AuraProcHandler(AuraProcFnType callImpl); AuraProcHandler(AuraProcHandler const& right) = delete; AuraProcHandler(AuraProcHandler&& right) noexcept; AuraProcHandler& operator=(AuraProcHandler const& right) = delete; AuraProcHandler& operator=(AuraProcHandler&& right) noexcept; virtual ~AuraProcHandler(); void Call(AuraScript* auraScript, ProcEventInfo& eventInfo) const; private: AuraProcFnType _callImpl; }; class TC_GAME_API EffectProcHandler : public EffectBase { public: using AuraEffectProcFnType = void(AuraScript::*)(AuraEffect*, ProcEventInfo&); template static EffectProcHandler Create(ScriptFunc handler, uint8 effIndex, uint16 auraType) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(AuraEffectProcFnType) >= sizeof(ScriptFunc)); static_assert(alignof(AuraEffectProcFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v && std::is_same_v, void>, "EffectProcHandler signature must be \"void HandleProc(AuraEffect* aurEff, ProcEventInfo& eventInfo)\""); return { reinterpret_cast(handler), effIndex, auraType }; } EffectProcHandler(AuraEffectProcFnType callImpl, uint8 effIndex, uint16 auraType); EffectProcHandler(EffectProcHandler const& right) = delete; EffectProcHandler(EffectProcHandler&& right) noexcept; EffectProcHandler& operator=(EffectProcHandler const& right) = delete; EffectProcHandler& operator=(EffectProcHandler&& right) noexcept; ~EffectProcHandler(); void Call(AuraScript* auraScript, AuraEffect* aurEff, ProcEventInfo& eventInfo) const; private: AuraEffectProcFnType _callImpl; }; class TC_GAME_API EnterLeaveCombatHandler { public: using AuraEnterLeaveCombatFnType = void(AuraScript::*)(bool); template static EnterLeaveCombatHandler Create(ScriptFunc handler) { using ScriptClass = GetScriptClass_t; static_assert(sizeof(AuraEnterLeaveCombatFnType) >= sizeof(ScriptFunc)); static_assert(alignof(AuraEnterLeaveCombatFnType) >= alignof(ScriptFunc)); static_assert(std::is_invocable_v && std::is_same_v, void>, "EnterLeaveCombatHandler signature must be \"void HandleEnterLeaveCombat(bool isNowInCombat)\""); return { reinterpret_cast(handler) }; } EnterLeaveCombatHandler(AuraEnterLeaveCombatFnType callImpl); EnterLeaveCombatHandler(EnterLeaveCombatHandler const& right) = delete; EnterLeaveCombatHandler(EnterLeaveCombatHandler&& right) noexcept; EnterLeaveCombatHandler& operator=(EnterLeaveCombatHandler const& right) = delete; EnterLeaveCombatHandler& operator=(EnterLeaveCombatHandler&& right) noexcept; ~EnterLeaveCombatHandler(); void Call(AuraScript* auraScript, bool isNowInCombat) const; private: AuraEnterLeaveCombatFnType _callImpl; }; // left for custom compatibility only, DO NOT USE #define PrepareAuraScript(CLASSNAME) using silence_semicolon_warning_2 = void public: AuraScript(); ~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::Create(&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::Create(&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::Create(&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::Create(&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::Create(&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::Create(&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::Create(&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::Create(&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::Create(&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::Create(&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::Create(&F, I, SPELL_AURA_SCHOOL_ABSORB) #define AuraEffectAbsorbOverkillFn(F, I) EffectAbsorbHandler::Create(&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::Create(&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::Create(&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::Create(&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::Create(&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::Create(&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::Create(&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::Create(&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::Create(&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