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|
/*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef __SPELL_SCRIPT_H
#define __SPELL_SCRIPT_H
#include "ObjectGuid.h"
#include "SharedDefines.h"
#include "SpellAuraDefines.h"
#include "Util.h"
#include <memory>
#include <stack>
class Aura;
class AuraApplication;
class AuraEffect;
class Creature;
class Corpse;
class DamageInfo;
class DispelInfo;
class DynamicObject;
class GameObject;
class Item;
class ModuleReference;
class Player;
class ProcEventInfo;
class Spell;
class SpellEffectInfo;
class SpellInfo;
class SpellScript;
class Unit;
class WorldLocation;
class WorldObject;
struct SpellDestination;
struct SpellModifier;
struct SpellValue;
#define SPELL_EFFECT_ANY (uint16)-1
#define SPELL_AURA_ANY (uint16)-1
enum SpellScriptState
{
SPELL_SCRIPT_STATE_NONE = 0,
SPELL_SCRIPT_STATE_REGISTRATION,
SPELL_SCRIPT_STATE_LOADING,
SPELL_SCRIPT_STATE_UNLOADING
};
#define SPELL_SCRIPT_STATE_END SPELL_SCRIPT_STATE_UNLOADING + 1
// helper class from which SpellScript and SpellAura derive, use these classes instead
class TC_GAME_API _SpellScript
{
// internal use classes & functions
// DO NOT OVERRIDE THESE IN SCRIPTS
protected:
virtual bool _Validate(SpellInfo const* entry);
public:
_SpellScript() : m_currentScriptState(SPELL_SCRIPT_STATE_NONE), m_scriptName(nullptr), m_scriptSpellId(0) {}
virtual ~_SpellScript() { }
void _Register();
void _Unload();
void _Init(std::string const* scriptname, uint32 spellId);
std::string const* _GetScriptName() const;
protected:
class TC_GAME_API EffectHook
{
public:
EffectHook(uint8 _effIndex);
virtual ~EffectHook() { }
uint8 GetAffectedEffectsMask(SpellInfo const* spellInfo);
bool IsEffectAffected(SpellInfo const* spellInfo, uint8 effIndex);
virtual bool CheckEffect(SpellInfo const* spellInfo, uint8 effIndex) = 0;
std::string EffIndexToString();
protected:
uint8 effIndex;
};
class TC_GAME_API EffectNameCheck
{
public:
EffectNameCheck(uint16 _effName) { effName = _effName; }
bool Check(SpellInfo const* spellInfo, uint8 effIndex);
std::string ToString();
private:
uint16 effName;
};
class TC_GAME_API EffectAuraNameCheck
{
public:
EffectAuraNameCheck(uint16 _effAurName) { effAurName = _effAurName; }
bool Check(SpellInfo const* spellInfo, uint8 effIndex);
std::string ToString();
private:
uint16 effAurName;
};
uint8 m_currentScriptState;
std::string const* m_scriptName;
uint32 m_scriptSpellId;
private:
#ifdef TRINITY_API_USE_DYNAMIC_LINKING
// Strong reference to keep the binary code loaded
std::shared_ptr<ModuleReference> m_moduleReference;
#endif // #ifndef TRINITY_API_USE_DYNAMIC_LINKING
public:
//
// SpellScript/AuraScript interface base
// these functions are safe to override, see notes below for usage instructions
//
// Function in which handler functions are registered, must be implemented in script
virtual void Register() = 0;
// Function called on server startup, if returns false script won't be used in core
// use for: dbc/template data presence/correctness checks
virtual bool Validate(SpellInfo const* /*spellInfo*/) { return true; }
// Function called when script is created, if returns false script will be unloaded afterwards
// use for: initializing local script variables (DO NOT USE CONSTRUCTOR FOR THIS PURPOSE!)
virtual bool Load() { return true; }
// Function called when script is destroyed
// use for: deallocating memory allocated by script
virtual void Unload() { }
// Helpers
static bool ValidateSpellInfo(std::initializer_list<uint32> spellIds)
{
return _ValidateSpellInfo(spellIds.begin(), spellIds.end());
}
template <class T>
static bool ValidateSpellInfo(T const& spellIds)
{
return _ValidateSpellInfo(std::begin(spellIds), std::end(spellIds));
}
private:
template<typename Iterator>
static bool _ValidateSpellInfo(Iterator begin, Iterator end)
{
bool allValid = true;
while (begin != end)
{
if (!_ValidateSpellInfo(*begin))
allValid = false;
++begin;
}
return allValid;
}
static bool _ValidateSpellInfo(uint32 spellId);
};
// 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
};
#define HOOK_SPELL_HIT_START SPELL_SCRIPT_HOOK_EFFECT_HIT
#define HOOK_SPELL_HIT_END SPELL_SCRIPT_HOOK_AFTER_HIT + 1
#define HOOK_SPELL_START SPELL_SCRIPT_HOOK_EFFECT
#define HOOK_SPELL_END SPELL_SCRIPT_HOOK_CHECK_CAST + 1
#define HOOK_SPELL_COUNT HOOK_SPELL_END - HOOK_SPELL_START
class TC_GAME_API SpellScript : public _SpellScript
{
// internal use classes & functions
// DO NOT OVERRIDE THESE IN SCRIPTS
public:
#define SPELLSCRIPT_FUNCTION_TYPE_DEFINES(CLASSNAME) \
typedef SpellCastResult(CLASSNAME::*SpellCheckCastFnType)(); \
typedef void(CLASSNAME::*SpellEffectFnType)(SpellEffIndex); \
typedef void(CLASSNAME::*SpellBeforeHitFnType)(SpellMissInfo missInfo); \
typedef void(CLASSNAME::*SpellHitFnType)(); \
typedef void(CLASSNAME::*SpellCastFnType)(); \
typedef void(CLASSNAME::*SpellOnResistAbsorbCalculateFnType)(DamageInfo const& damageInfo, uint32& resistAmount, int32& absorbAmount); \
typedef void(CLASSNAME::*SpellObjectAreaTargetSelectFnType)(std::list<WorldObject*>&); \
typedef void(CLASSNAME::*SpellObjectTargetSelectFnType)(WorldObject*&); \
typedef void(CLASSNAME::*SpellDestinationTargetSelectFnType)(SpellDestination&);
SPELLSCRIPT_FUNCTION_TYPE_DEFINES(SpellScript)
class TC_GAME_API CastHandler
{
public:
CastHandler(SpellCastFnType _pCastHandlerScript);
void Call(SpellScript* spellScript);
private:
SpellCastFnType pCastHandlerScript;
};
class TC_GAME_API CheckCastHandler
{
public:
CheckCastHandler(SpellCheckCastFnType checkCastHandlerScript);
SpellCastResult Call(SpellScript* spellScript);
private:
SpellCheckCastFnType _checkCastHandlerScript;
};
class TC_GAME_API EffectHandler : public _SpellScript::EffectNameCheck, public _SpellScript::EffectHook
{
public:
EffectHandler(SpellEffectFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName);
std::string ToString();
bool CheckEffect(SpellInfo const* spellInfo, uint8 effIndex) override;
void Call(SpellScript* spellScript, SpellEffIndex effIndex);
private:
SpellEffectFnType pEffectHandlerScript;
};
class TC_GAME_API HitHandler
{
public:
HitHandler(SpellHitFnType _pHitHandlerScript);
void Call(SpellScript* spellScript);
private:
SpellHitFnType pHitHandlerScript;
};
class TC_GAME_API BeforeHitHandler
{
public:
BeforeHitHandler(SpellBeforeHitFnType pBeforeHitHandlerScript);
void Call(SpellScript* spellScript, SpellMissInfo missInfo);
private:
SpellBeforeHitFnType _pBeforeHitHandlerScript;
};
class TC_GAME_API TargetHook : public _SpellScript::EffectHook
{
public:
TargetHook(uint8 _effectIndex, uint16 _targetType, bool _area, bool _dest);
bool CheckEffect(SpellInfo const* spellInfo, uint8 effIndex) override;
std::string ToString();
uint16 GetTarget() const { return targetType; }
protected:
uint16 targetType;
bool area;
bool dest;
};
class TC_GAME_API ObjectAreaTargetSelectHandler : public TargetHook
{
public:
ObjectAreaTargetSelectHandler(SpellObjectAreaTargetSelectFnType _pObjectAreaTargetSelectHandlerScript, uint8 _effIndex, uint16 _targetType);
void Call(SpellScript* spellScript, std::list<WorldObject*>& targets);
private:
SpellObjectAreaTargetSelectFnType pObjectAreaTargetSelectHandlerScript;
};
class TC_GAME_API ObjectTargetSelectHandler : public TargetHook
{
public:
ObjectTargetSelectHandler(SpellObjectTargetSelectFnType _pObjectTargetSelectHandlerScript, uint8 _effIndex, uint16 _targetType);
void Call(SpellScript* spellScript, WorldObject*& target);
private:
SpellObjectTargetSelectFnType pObjectTargetSelectHandlerScript;
};
class TC_GAME_API DestinationTargetSelectHandler : public TargetHook
{
public:
DestinationTargetSelectHandler(SpellDestinationTargetSelectFnType _DestinationTargetSelectHandlerScript, uint8 _effIndex, uint16 _targetType);
void Call(SpellScript* spellScript, SpellDestination& target);
private:
SpellDestinationTargetSelectFnType DestinationTargetSelectHandlerScript;
};
class TC_GAME_API OnCalculateResistAbsorbHandler
{
public:
OnCalculateResistAbsorbHandler(SpellOnResistAbsorbCalculateFnType _pOnCalculateResistAbsorbHandlerScript);
void Call(SpellScript* spellScript, DamageInfo const& damageInfo, uint32& resistAmount, int32& absorbAmount);
private:
SpellOnResistAbsorbCalculateFnType pOnCalculateResistAbsorbHandlerScript;
};
#define SPELLSCRIPT_FUNCTION_CAST_DEFINES(CLASSNAME) \
class CastHandlerFunction : public SpellScript::CastHandler { public: explicit CastHandlerFunction(SpellCastFnType _pCastHandlerScript) : SpellScript::CastHandler((SpellScript::SpellCastFnType)_pCastHandlerScript) { } }; \
class CheckCastHandlerFunction : public SpellScript::CheckCastHandler { public: explicit CheckCastHandlerFunction(SpellCheckCastFnType _checkCastHandlerScript) : SpellScript::CheckCastHandler((SpellScript::SpellCheckCastFnType)_checkCastHandlerScript) { } }; \
class EffectHandlerFunction : public SpellScript::EffectHandler { public: explicit EffectHandlerFunction(SpellEffectFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName) : SpellScript::EffectHandler((SpellScript::SpellEffectFnType)_pEffectHandlerScript, _effIndex, _effName) { } }; \
class HitHandlerFunction : public SpellScript::HitHandler { public: explicit HitHandlerFunction(SpellHitFnType _pHitHandlerScript) : SpellScript::HitHandler((SpellScript::SpellHitFnType)_pHitHandlerScript) { } }; \
class BeforeHitHandlerFunction : public SpellScript::BeforeHitHandler { public: explicit BeforeHitHandlerFunction(SpellBeforeHitFnType pBeforeHitHandlerScript) : SpellScript::BeforeHitHandler((SpellScript::SpellBeforeHitFnType)pBeforeHitHandlerScript) { } }; \
class OnCalculateResistAbsorbHandlerFunction : public SpellScript::OnCalculateResistAbsorbHandler { public: explicit OnCalculateResistAbsorbHandlerFunction(SpellOnResistAbsorbCalculateFnType _onCalculateResistAbsorbScript) : SpellScript::OnCalculateResistAbsorbHandler((SpellScript::SpellOnResistAbsorbCalculateFnType)_onCalculateResistAbsorbScript) { } }; \
class ObjectAreaTargetSelectHandlerFunction : public SpellScript::ObjectAreaTargetSelectHandler { public: explicit ObjectAreaTargetSelectHandlerFunction(SpellObjectAreaTargetSelectFnType _pObjectAreaTargetSelectHandlerScript, uint8 _effIndex, uint16 _targetType) : SpellScript::ObjectAreaTargetSelectHandler((SpellScript::SpellObjectAreaTargetSelectFnType)_pObjectAreaTargetSelectHandlerScript, _effIndex, _targetType) { } }; \
class ObjectTargetSelectHandlerFunction : public SpellScript::ObjectTargetSelectHandler { public: explicit ObjectTargetSelectHandlerFunction(SpellObjectTargetSelectFnType _pObjectTargetSelectHandlerScript, uint8 _effIndex, uint16 _targetType) : SpellScript::ObjectTargetSelectHandler((SpellScript::SpellObjectTargetSelectFnType)_pObjectTargetSelectHandlerScript, _effIndex, _targetType) { } }; \
class DestinationTargetSelectHandlerFunction : public SpellScript::DestinationTargetSelectHandler { public: explicit DestinationTargetSelectHandlerFunction(SpellDestinationTargetSelectFnType _DestinationTargetSelectHandlerScript, uint8 _effIndex, uint16 _targetType) : SpellScript::DestinationTargetSelectHandler((SpellScript::SpellDestinationTargetSelectFnType)_DestinationTargetSelectHandlerScript, _effIndex, _targetType) { } }
#define PrepareSpellScript(CLASSNAME) SPELLSCRIPT_FUNCTION_TYPE_DEFINES(CLASSNAME) SPELLSCRIPT_FUNCTION_CAST_DEFINES(CLASSNAME)
public:
bool _Validate(SpellInfo const* entry) override;
bool _Load(Spell* spell);
void _InitHit();
bool _IsEffectPrevented(SpellEffIndex effIndex) { return (m_hitPreventEffectMask & (1 << effIndex)) != 0; }
bool _IsDefaultEffectPrevented(SpellEffIndex effIndex) { return (m_hitPreventDefaultEffectMask & (1 << effIndex)) != 0; }
void _PrepareScriptCall(SpellScriptHookType hookType);
void _FinishScriptCall();
bool IsInCheckCastHook() const;
bool IsInTargetHook() const;
bool IsInModifiableHook() const;
bool IsInHitPhase() const;
bool IsInEffectHook() const;
private:
Spell* m_spell;
uint8 m_hitPreventEffectMask;
uint8 m_hitPreventDefaultEffectMask;
public:
//
// SpellScript interface
// hooks to which you can attach your functions
//
// example: BeforeCast += SpellCastFn(class::function);
HookList<CastHandler> BeforeCast;
// example: OnCast += SpellCastFn(class::function);
HookList<CastHandler> OnCast;
// example: AfterCast += SpellCastFn(class::function);
HookList<CastHandler> AfterCast;
#define SpellCastFn(F) CastHandlerFunction(&F)
// example: OnCheckCast += SpellCheckCastFn();
// where function is SpellCastResult function()
HookList<CheckCastHandler> OnCheckCast;
#define SpellCheckCastFn(F) CheckCastHandlerFunction(&F)
// example: OnCalculateResistAbsorb += SpellOnResistAbsorbCalculateFn(class::function);
// where function is void function(DamageInfo const& damageInfo, uint32& resistAmount, int32& absorbAmount)
HookList<OnCalculateResistAbsorbHandler> OnCalculateResistAbsorb;
#define SpellOnResistAbsorbCalculateFn(F) OnCalculateResistAbsorbHandlerFunction(&F)
// example: OnEffect**** += SpellEffectFn(class::function, EffectIndexSpecifier, EffectNameSpecifier);
// where function is void function(SpellEffIndex effIndex)
HookList<EffectHandler> OnEffectLaunch;
HookList<EffectHandler> OnEffectLaunchTarget;
HookList<EffectHandler> OnEffectHit;
HookList<EffectHandler> OnEffectHitTarget;
HookList<EffectHandler> OnEffectSuccessfulDispel;
#define SpellEffectFn(F, I, N) EffectHandlerFunction(&F, I, N)
// example: BeforeHit += BeforeSpellHitFn(class::function);
// where function is void function(SpellMissInfo missInfo)
HookList<BeforeHitHandler> BeforeHit;
#define BeforeSpellHitFn(F) BeforeHitHandlerFunction(&F)
// example: OnHit += SpellHitFn(class::function);
HookList<HitHandler> OnHit;
// example: AfterHit += SpellHitFn(class::function);
HookList<HitHandler> AfterHit;
// where function is: void function()
#define SpellHitFn(F) HitHandlerFunction(&F)
// example: OnObjectAreaTargetSelect += SpellObjectAreaTargetSelectFn(class::function, EffectIndexSpecifier, TargetsNameSpecifier);
// where function is void function(std::list<WorldObject*>& targets)
HookList<ObjectAreaTargetSelectHandler> OnObjectAreaTargetSelect;
#define SpellObjectAreaTargetSelectFn(F, I, N) ObjectAreaTargetSelectHandlerFunction(&F, I, N)
// example: OnObjectTargetSelect += SpellObjectTargetSelectFn(class::function, EffectIndexSpecifier, TargetsNameSpecifier);
// where function is void function(WorldObject*& target)
HookList<ObjectTargetSelectHandler> OnObjectTargetSelect;
#define SpellObjectTargetSelectFn(F, I, N) ObjectTargetSelectHandlerFunction(&F, I, N)
// example: OnDestinationTargetSelect += SpellDestinationTargetSelectFn(class::function, EffectIndexSpecifier, TargetsNameSpecifier);
// where function is void function(SpellDestination& target)
HookList<DestinationTargetSelectHandler> OnDestinationTargetSelect;
#define SpellDestinationTargetSelectFn(F, I, N) DestinationTargetSelectHandlerFunction(&F, I, N)
// hooks are executed in following order, at specified event of spell:
// 1. BeforeCast - executed when spell preparation is finished (when cast bar becomes full) before cast is handled
// 2. OnCheckCast - allows to override result of CheckCast function
// 3a. OnObjectAreaTargetSelect - executed just before adding selected targets to final target list (for area targets)
// 3b. OnObjectTargetSelect - executed just before adding selected target to final target list (for single unit targets)
// 3c. OnDestinationTargetSelect - executed just before adding selected target to final target list (for destination targets)
// 4. OnCast - executed just before spell is launched (creates missile) or executed
// 5. AfterCast - executed after spell missile is launched and immediate spell actions are done
// 6. OnEffectLaunch - executed just before specified effect handler call - when spell missile is launched
// 7. OnEffectLaunchTarget - executed just before specified effect handler call - when spell missile is launched - called for each target from spell target map
// 8. OnCalculateResistAbsorb - executed when damage resist/absorbs is calculated - before spell hit target
// 9. OnEffectHit - executed just before specified effect handler call - when spell missile hits dest
// 10. BeforeHit - executed just before spell hits a target - called for each target from spell target map
// 11. OnEffectHitTarget - executed just before specified effect handler call - called for each target from spell target map
// 12. OnHit - executed just before spell deals damage and procs auras - when spell hits target - called for each target from spell target map
// 13. 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 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); }
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 avalible only in EffectHandler method
SpellEffectInfo const& GetEffectInfo() const;
int32 GetEffectValue() const;
void SetEffectValue(int32 value);
// returns: cast item if present.
Item* GetCastItem() const;
// Creates item. Calls Spell::DoCreateItem method.
void CreateItem(uint32 itemId);
// Returns SpellInfo from the spell that triggered the current one
SpellInfo const* GetTriggeringSpell() const;
// finishes spellcast prematurely with selected error message
void FinishCast(SpellCastResult result, uint32* param1 = nullptr, uint32* param2 = nullptr);
void SetCustomCastResultMessage(SpellCustomErrors result);
};
// AuraScript interface - enum used for runtime checks of script function calls
enum AuraScriptHookType
{
AURA_SCRIPT_HOOK_EFFECT_APPLY = SPELL_SCRIPT_STATE_END,
AURA_SCRIPT_HOOK_EFFECT_AFTER_APPLY,
AURA_SCRIPT_HOOK_EFFECT_REMOVE,
AURA_SCRIPT_HOOK_EFFECT_AFTER_REMOVE,
AURA_SCRIPT_HOOK_EFFECT_PERIODIC,
AURA_SCRIPT_HOOK_EFFECT_UPDATE_PERIODIC,
AURA_SCRIPT_HOOK_EFFECT_CALC_AMOUNT,
AURA_SCRIPT_HOOK_EFFECT_CALC_PERIODIC,
AURA_SCRIPT_HOOK_EFFECT_CALC_SPELLMOD,
AURA_SCRIPT_HOOK_EFFECT_ABSORB,
AURA_SCRIPT_HOOK_EFFECT_AFTER_ABSORB,
AURA_SCRIPT_HOOK_EFFECT_MANASHIELD,
AURA_SCRIPT_HOOK_EFFECT_AFTER_MANASHIELD,
AURA_SCRIPT_HOOK_EFFECT_SPLIT,
AURA_SCRIPT_HOOK_CHECK_AREA_TARGET,
AURA_SCRIPT_HOOK_DISPEL,
AURA_SCRIPT_HOOK_AFTER_DISPEL,
// Spell Proc Hooks
AURA_SCRIPT_HOOK_CHECK_PROC,
AURA_SCRIPT_HOOK_CHECK_EFFECT_PROC,
AURA_SCRIPT_HOOK_PREPARE_PROC,
AURA_SCRIPT_HOOK_PROC,
AURA_SCRIPT_HOOK_EFFECT_PROC,
AURA_SCRIPT_HOOK_EFFECT_AFTER_PROC,
AURA_SCRIPT_HOOK_AFTER_PROC,
/*AURA_SCRIPT_HOOK_APPLY,
AURA_SCRIPT_HOOK_REMOVE, */
};
/*
#define HOOK_AURA_EFFECT_START HOOK_AURA_EFFECT_APPLY
#define HOOK_AURA_EFFECT_END HOOK_AURA_EFFECT_CALC_SPELLMOD + 1
#define HOOK_AURA_EFFECT_COUNT HOOK_AURA_EFFECT_END - HOOK_AURA_EFFECT_START
*/
class TC_GAME_API AuraScript : public _SpellScript
{
// internal use classes & functions
// DO NOT OVERRIDE THESE IN SCRIPTS
public:
#define AURASCRIPT_FUNCTION_TYPE_DEFINES(CLASSNAME) \
typedef bool(CLASSNAME::*AuraCheckAreaTargetFnType)(Unit* target); \
typedef void(CLASSNAME::*AuraDispelFnType)(DispelInfo* dispelInfo); \
typedef void(CLASSNAME::*AuraEffectApplicationModeFnType)(AuraEffect const*, AuraEffectHandleModes); \
typedef void(CLASSNAME::*AuraEffectPeriodicFnType)(AuraEffect const*); \
typedef void(CLASSNAME::*AuraEffectUpdatePeriodicFnType)(AuraEffect*); \
typedef void(CLASSNAME::*AuraEffectCalcAmountFnType)(AuraEffect const*, int32 &, bool &); \
typedef void(CLASSNAME::*AuraEffectCalcPeriodicFnType)(AuraEffect const*, bool &, int32 &); \
typedef void(CLASSNAME::*AuraEffectCalcSpellModFnType)(AuraEffect const*, SpellModifier* &); \
typedef void(CLASSNAME::*AuraEffectAbsorbFnType)(AuraEffect*, DamageInfo &, uint32 &); \
typedef void(CLASSNAME::*AuraEffectSplitFnType)(AuraEffect*, DamageInfo &, uint32 &); \
typedef bool(CLASSNAME::*AuraCheckProcFnType)(ProcEventInfo&); \
typedef bool(CLASSNAME::*AuraCheckEffectProcFnType)(AuraEffect const*, ProcEventInfo&); \
typedef void(CLASSNAME::*AuraProcFnType)(ProcEventInfo&); \
typedef void(CLASSNAME::*AuraEffectProcFnType)(AuraEffect const*, ProcEventInfo&); \
AURASCRIPT_FUNCTION_TYPE_DEFINES(AuraScript)
class TC_GAME_API CheckAreaTargetHandler
{
public:
CheckAreaTargetHandler(AuraCheckAreaTargetFnType pHandlerScript);
bool Call(AuraScript* auraScript, Unit* target);
private:
AuraCheckAreaTargetFnType pHandlerScript;
};
class TC_GAME_API AuraDispelHandler
{
public:
AuraDispelHandler(AuraDispelFnType pHandlerScript);
void Call(AuraScript* auraScript, DispelInfo* dispelInfo);
private:
AuraDispelFnType pHandlerScript;
};
class TC_GAME_API EffectBase : public _SpellScript::EffectAuraNameCheck, public _SpellScript::EffectHook
{
public:
EffectBase(uint8 _effIndex, uint16 _effName);
std::string ToString();
bool CheckEffect(SpellInfo const* spellInfo, uint8 effIndex) override;
};
class TC_GAME_API EffectPeriodicHandler : public EffectBase
{
public:
EffectPeriodicHandler(AuraEffectPeriodicFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName);
void Call(AuraScript* auraScript, AuraEffect const* _aurEff);
private:
AuraEffectPeriodicFnType pEffectHandlerScript;
};
class TC_GAME_API EffectUpdatePeriodicHandler : public EffectBase
{
public:
EffectUpdatePeriodicHandler(AuraEffectUpdatePeriodicFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName);
void Call(AuraScript* auraScript, AuraEffect* aurEff);
private:
AuraEffectUpdatePeriodicFnType pEffectHandlerScript;
};
class TC_GAME_API EffectCalcAmountHandler : public EffectBase
{
public:
EffectCalcAmountHandler(AuraEffectCalcAmountFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName);
void Call(AuraScript* auraScript, AuraEffect const* aurEff, int32 & amount, bool & canBeRecalculated);
private:
AuraEffectCalcAmountFnType pEffectHandlerScript;
};
class TC_GAME_API EffectCalcPeriodicHandler : public EffectBase
{
public:
EffectCalcPeriodicHandler(AuraEffectCalcPeriodicFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName);
void Call(AuraScript* auraScript, AuraEffect const* aurEff, bool & isPeriodic, int32 & periodicTimer);
private:
AuraEffectCalcPeriodicFnType pEffectHandlerScript;
};
class TC_GAME_API EffectCalcSpellModHandler : public EffectBase
{
public:
EffectCalcSpellModHandler(AuraEffectCalcSpellModFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName);
void Call(AuraScript* auraScript, AuraEffect const* aurEff, SpellModifier* & spellMod);
private:
AuraEffectCalcSpellModFnType pEffectHandlerScript;
};
class TC_GAME_API EffectApplyHandler : public EffectBase
{
public:
EffectApplyHandler(AuraEffectApplicationModeFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName, AuraEffectHandleModes _mode);
void Call(AuraScript* auraScript, AuraEffect const* _aurEff, AuraEffectHandleModes _mode);
private:
AuraEffectApplicationModeFnType pEffectHandlerScript;
AuraEffectHandleModes mode;
};
class TC_GAME_API EffectAbsorbHandler : public EffectBase
{
public:
EffectAbsorbHandler(AuraEffectAbsorbFnType _pEffectHandlerScript, uint8 _effIndex);
void Call(AuraScript* auraScript, AuraEffect* aurEff, DamageInfo & dmgInfo, uint32 & absorbAmount);
private:
AuraEffectAbsorbFnType pEffectHandlerScript;
};
class TC_GAME_API EffectManaShieldHandler : public EffectBase
{
public:
EffectManaShieldHandler(AuraEffectAbsorbFnType _pEffectHandlerScript, uint8 _effIndex);
void Call(AuraScript* auraScript, AuraEffect* aurEff, DamageInfo & dmgInfo, uint32 & absorbAmount);
private:
AuraEffectAbsorbFnType pEffectHandlerScript;
};
class TC_GAME_API EffectSplitHandler : public EffectBase
{
public:
EffectSplitHandler(AuraEffectSplitFnType _pEffectHandlerScript, uint8 _effIndex);
void Call(AuraScript* auraScript, AuraEffect* aurEff, DamageInfo & dmgInfo, uint32 & splitAmount);
private:
AuraEffectSplitFnType pEffectHandlerScript;
};
class TC_GAME_API CheckProcHandler
{
public:
CheckProcHandler(AuraCheckProcFnType handlerScript);
bool Call(AuraScript* auraScript, ProcEventInfo& eventInfo);
private:
AuraCheckProcFnType _HandlerScript;
};
class TC_GAME_API CheckEffectProcHandler : public EffectBase
{
public:
CheckEffectProcHandler(AuraCheckEffectProcFnType handlerScript, uint8 effIndex, uint16 effName);
bool Call(AuraScript* auraScript, AuraEffect const* aurEff, ProcEventInfo& eventInfo);
private:
AuraCheckEffectProcFnType _HandlerScript;
};
class TC_GAME_API AuraProcHandler
{
public:
AuraProcHandler(AuraProcFnType handlerScript);
void Call(AuraScript* auraScript, ProcEventInfo& eventInfo);
private:
AuraProcFnType _HandlerScript;
};
class TC_GAME_API EffectProcHandler : public EffectBase
{
public:
EffectProcHandler(AuraEffectProcFnType effectHandlerScript, uint8 effIndex, uint16 effName);
void Call(AuraScript* auraScript, AuraEffect const* aurEff, ProcEventInfo& eventInfo);
private:
AuraEffectProcFnType _EffectHandlerScript;
};
#define AURASCRIPT_FUNCTION_CAST_DEFINES(CLASSNAME) \
class CheckAreaTargetFunction : public AuraScript::CheckAreaTargetHandler { public: explicit CheckAreaTargetFunction(AuraCheckAreaTargetFnType _pHandlerScript) : AuraScript::CheckAreaTargetHandler((AuraScript::AuraCheckAreaTargetFnType)_pHandlerScript) { } }; \
class AuraDispelFunction : public AuraScript::AuraDispelHandler { public: explicit AuraDispelFunction(AuraDispelFnType _pHandlerScript) : AuraScript::AuraDispelHandler((AuraScript::AuraDispelFnType)_pHandlerScript) { } }; \
class EffectPeriodicHandlerFunction : public AuraScript::EffectPeriodicHandler { public: explicit EffectPeriodicHandlerFunction(AuraEffectPeriodicFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName) : AuraScript::EffectPeriodicHandler((AuraScript::AuraEffectPeriodicFnType)_pEffectHandlerScript, _effIndex, _effName) { } }; \
class EffectUpdatePeriodicHandlerFunction : public AuraScript::EffectUpdatePeriodicHandler { public: explicit EffectUpdatePeriodicHandlerFunction(AuraEffectUpdatePeriodicFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName) : AuraScript::EffectUpdatePeriodicHandler((AuraScript::AuraEffectUpdatePeriodicFnType)_pEffectHandlerScript, _effIndex, _effName) { } }; \
class EffectCalcAmountHandlerFunction : public AuraScript::EffectCalcAmountHandler { public: explicit EffectCalcAmountHandlerFunction(AuraEffectCalcAmountFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName) : AuraScript::EffectCalcAmountHandler((AuraScript::AuraEffectCalcAmountFnType)_pEffectHandlerScript, _effIndex, _effName) { } }; \
class EffectCalcPeriodicHandlerFunction : public AuraScript::EffectCalcPeriodicHandler { public: explicit EffectCalcPeriodicHandlerFunction(AuraEffectCalcPeriodicFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName) : AuraScript::EffectCalcPeriodicHandler((AuraScript::AuraEffectCalcPeriodicFnType)_pEffectHandlerScript, _effIndex, _effName) { } }; \
class EffectCalcSpellModHandlerFunction : public AuraScript::EffectCalcSpellModHandler { public: explicit EffectCalcSpellModHandlerFunction(AuraEffectCalcSpellModFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName) : AuraScript::EffectCalcSpellModHandler((AuraScript::AuraEffectCalcSpellModFnType)_pEffectHandlerScript, _effIndex, _effName) { } }; \
class EffectApplyHandlerFunction : public AuraScript::EffectApplyHandler { public: explicit EffectApplyHandlerFunction(AuraEffectApplicationModeFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName, AuraEffectHandleModes _mode) : AuraScript::EffectApplyHandler((AuraScript::AuraEffectApplicationModeFnType)_pEffectHandlerScript, _effIndex, _effName, _mode) { } }; \
class EffectAbsorbFunction : public AuraScript::EffectAbsorbHandler { public: explicit EffectAbsorbFunction(AuraEffectAbsorbFnType _pEffectHandlerScript, uint8 _effIndex) : AuraScript::EffectAbsorbHandler((AuraScript::AuraEffectAbsorbFnType)_pEffectHandlerScript, _effIndex) { } }; \
class EffectManaShieldFunction : public AuraScript::EffectManaShieldHandler { public: explicit EffectManaShieldFunction(AuraEffectAbsorbFnType _pEffectHandlerScript, uint8 _effIndex) : AuraScript::EffectManaShieldHandler((AuraScript::AuraEffectAbsorbFnType)_pEffectHandlerScript, _effIndex) { } }; \
class EffectSplitFunction : public AuraScript::EffectSplitHandler { public: explicit EffectSplitFunction(AuraEffectSplitFnType _pEffectHandlerScript, uint8 _effIndex) : AuraScript::EffectSplitHandler((AuraScript::AuraEffectSplitFnType)_pEffectHandlerScript, _effIndex) { } }; \
class CheckProcHandlerFunction : public AuraScript::CheckProcHandler { public: explicit CheckProcHandlerFunction(AuraCheckProcFnType handlerScript) : AuraScript::CheckProcHandler((AuraScript::AuraCheckProcFnType)handlerScript) { } }; \
class CheckEffectProcHandlerFunction : public AuraScript::CheckEffectProcHandler { public: explicit CheckEffectProcHandlerFunction(AuraCheckEffectProcFnType handlerScript, uint8 effIndex, uint16 effName) : AuraScript::CheckEffectProcHandler((AuraScript::AuraCheckEffectProcFnType)handlerScript, effIndex, effName) { } }; \
class AuraProcHandlerFunction : public AuraScript::AuraProcHandler { public: explicit AuraProcHandlerFunction(AuraProcFnType handlerScript) : AuraScript::AuraProcHandler((AuraScript::AuraProcFnType)handlerScript) { } }; \
class EffectProcHandlerFunction : public AuraScript::EffectProcHandler { public: explicit EffectProcHandlerFunction(AuraEffectProcFnType effectHandlerScript, uint8 effIndex, uint16 effName) : AuraScript::EffectProcHandler((AuraScript::AuraEffectProcFnType)effectHandlerScript, effIndex, effName) { } }
#define PrepareAuraScript(CLASSNAME) AURASCRIPT_FUNCTION_TYPE_DEFINES(CLASSNAME) AURASCRIPT_FUNCTION_CAST_DEFINES(CLASSNAME)
public:
AuraScript() : _SpellScript(), m_aura(nullptr), m_auraApplication(nullptr), m_defaultActionPrevented(false)
{ }
bool _Validate(SpellInfo const* entry) override;
bool _Load(Aura* aura);
void _PrepareScriptCall(AuraScriptHookType hookType, AuraApplication const* aurApp = nullptr);
void _FinishScriptCall();
bool _IsDefaultActionPrevented();
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<ScriptStateStore> 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<CheckAreaTargetHandler> DoCheckAreaTarget;
#define AuraCheckAreaTargetFn(F) CheckAreaTargetFunction(&F)
// executed when aura is dispelled by a unit
// example: OnDispel += AuraDispelFn(class::function);
// where function is: void function (DispelInfo* dispelInfo);
HookList<AuraDispelHandler> OnDispel;
// executed after aura is dispelled by a unit
// example: AfterDispel += AuraDispelFn(class::function);
// where function is: void function (DispelInfo* dispelInfo);
HookList<AuraDispelHandler> AfterDispel;
#define AuraDispelFn(F) AuraDispelFunction(&F)
// executed when aura effect is applied with specified mode to target
// should be used when when effect handler preventing/replacing is needed, do not use this hook for triggering spellcasts/removing auras etc - may be unsafe
// example: OnEffectApply += AuraEffectApplyFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier, AuraEffectHandleModes);
// where function is: void function (AuraEffect const* aurEff, AuraEffectHandleModes mode);
HookList<EffectApplyHandler> 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<EffectApplyHandler> AfterEffectApply;
#define AuraEffectApplyFn(F, I, N, M) EffectApplyHandlerFunction(&F, I, N, M)
// executed after aura effect is removed with specified mode from target
// should be used when 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<EffectApplyHandler> 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<EffectApplyHandler> AfterEffectRemove;
#define AuraEffectRemoveFn(F, I, N, M) EffectApplyHandlerFunction(&F, I, N, M)
// executed when periodic aura effect ticks on target
// example: OnEffectPeriodic += AuraEffectPeriodicFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
// where function is: void function (AuraEffect const* aurEff);
HookList<EffectPeriodicHandler> OnEffectPeriodic;
#define AuraEffectPeriodicFn(F, I, N) EffectPeriodicHandlerFunction(&F, I, N)
// executed when periodic aura effect is updated
// example: OnEffectUpdatePeriodic += AuraEffectUpdatePeriodicFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
// where function is: void function (AuraEffect* aurEff);
HookList<EffectUpdatePeriodicHandler> OnEffectUpdatePeriodic;
#define AuraEffectUpdatePeriodicFn(F, I, N) EffectUpdatePeriodicHandlerFunction(&F, I, N)
// executed when aura effect calculates amount
// example: DoEffectCalcAmount += AuraEffectCalcAmounFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
// where function is: void function (AuraEffect* aurEff, int32& amount, bool& canBeRecalculated);
HookList<EffectCalcAmountHandler> DoEffectCalcAmount;
#define AuraEffectCalcAmountFn(F, I, N) EffectCalcAmountHandlerFunction(&F, I, N)
// executed when aura effect calculates periodic data
// example: DoEffectCalcPeriodic += AuraEffectCalcPeriodicFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
// where function is: void function (AuraEffect const* aurEff, bool& isPeriodic, int32& amplitude);
HookList<EffectCalcPeriodicHandler> DoEffectCalcPeriodic;
#define AuraEffectCalcPeriodicFn(F, I, N) EffectCalcPeriodicHandlerFunction(&F, I, N)
// executed when aura effect calculates spellmod
// example: DoEffectCalcSpellMod += AuraEffectCalcSpellModFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
// where function is: void function (AuraEffect const* aurEff, SpellModifier*& spellMod);
HookList<EffectCalcSpellModHandler> DoEffectCalcSpellMod;
#define AuraEffectCalcSpellModFn(F, I, N) EffectCalcSpellModHandlerFunction(&F, I, N)
// executed when absorb aura effect is going to reduce damage
// example: OnEffectAbsorb += AuraEffectAbsorbFn(class::function, EffectIndexSpecifier);
// where function is: void function (AuraEffect const* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount);
HookList<EffectAbsorbHandler> OnEffectAbsorb;
#define AuraEffectAbsorbFn(F, I) EffectAbsorbFunction(&F, I)
// executed after absorb aura effect reduced damage to target - absorbAmount is real amount absorbed by aura
// example: AfterEffectAbsorb += AuraEffectAbsorbFn(class::function, EffectIndexSpecifier);
// where function is: void function (AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount);
HookList<EffectAbsorbHandler> AfterEffectAbsorb;
// executed when mana shield aura effect is going to reduce damage
// example: OnEffectManaShield += AuraEffectManaShieldFn(class::function, EffectIndexSpecifier);
// where function is: void function (AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount);
HookList<EffectManaShieldHandler> OnEffectManaShield;
#define AuraEffectManaShieldFn(F, I) EffectManaShieldFunction(&F, I)
// executed after mana shield aura effect reduced damage to target - absorbAmount is real amount absorbed by aura
// example: AfterEffectManaShield += AuraEffectManaShieldFn(class::function, EffectIndexSpecifier);
// where function is: void function (AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount);
HookList<EffectManaShieldHandler> 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<EffectSplitHandler> OnEffectSplit;
#define AuraEffectSplitFn(F, I) EffectSplitFunction(&F, I)
// executed when aura checks if it can proc
// example: DoCheckProc += AuraCheckProcFn(class::function);
// where function is: bool function (ProcEventInfo& eventInfo);
HookList<CheckProcHandler> DoCheckProc;
#define AuraCheckProcFn(F) CheckProcHandlerFunction(&F)
// executed when aura effect checks if it can proc the aura
// example: DoCheckEffectProc += AuraCheckEffectProcFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
// where function is bool function (AuraEffect const* aurEff, ProcEventInfo& eventInfo);
HookList<CheckEffectProcHandler> DoCheckEffectProc;
#define AuraCheckEffectProcFn(F, I, N) CheckEffectProcHandlerFunction(&F, I, N)
// executed before aura procs (possibility to prevent charge drop/cooldown)
// example: DoPrepareProc += AuraProcFn(class::function);
// where function is: void function (ProcEventInfo& eventInfo);
HookList<AuraProcHandler> DoPrepareProc;
// executed when aura procs
// example: OnProc += AuraProcFn(class::function);
// where function is: void function (ProcEventInfo& eventInfo);
HookList<AuraProcHandler> OnProc;
// executed after aura proced
// example: AfterProc += AuraProcFn(class::function);
// where function is: void function (ProcEventInfo& eventInfo);
HookList<AuraProcHandler> AfterProc;
#define AuraProcFn(F) AuraProcHandlerFunction(&F)
// executed when aura effect procs
// example: OnEffectProc += AuraEffectProcFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
// where function is: void function (AuraEffect const* aurEff, ProcEventInfo& procInfo);
HookList<EffectProcHandler> OnEffectProc;
// executed after aura effect proced
// example: AfterEffectProc += AuraEffectProcFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
// where function is: void function (AuraEffect const* aurEff, ProcEventInfo& procInfo);
HookList<EffectProcHandler> AfterEffectProc;
#define AuraEffectProcFn(F, I, N) EffectProcHandlerFunction(&F, I, N)
// AuraScript interface - hook/effect execution manipulators
// prevents default action of a hook from being executed (works only while called in a hook which default action can be prevented)
void PreventDefaultAction();
// AuraScript interface - functions which are redirecting to Aura class
// returns proto of the spell
SpellInfo const* GetSpellInfo() const;
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;
};
//
// 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
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