*Add base scripting interfce for spells - thanks to Brian for help in making it compile with GCC.
*Add hook for handling spell effects in new scripting system. --HG-- branch : trunk
This commit is contained in:
@@ -52,6 +52,7 @@
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#include "ScriptMgr.h"
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#include "ConditionMgr.h"
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#include "DisableMgr.h"
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#include "SpellScript.h"
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#define SPELL_CHANNEL_UPDATE_INTERVAL (1 * IN_MILLISECONDS)
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@@ -455,6 +456,14 @@ Spell::Spell(Unit* Caster, SpellEntry const *info, bool triggered, uint64 origin
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Spell::~Spell()
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{
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// unload scripts
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while(!m_loadedScripts.empty())
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{
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std::list<SpellScript *>::iterator itr = m_loadedScripts.begin();
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(*itr)->Unload();
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delete (*itr);
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m_loadedScripts.erase(itr);
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}
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if (m_referencedFromCurrentSpell && m_selfContainer && *m_selfContainer == this)
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{
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// Clean the reference to avoid later crash.
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@@ -2748,6 +2757,7 @@ void Spell::prepare(SpellCastTargets const* targets, AuraEffect const * triggere
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finish(false);
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return;
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}
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LoadScripts();
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if (m_caster->GetTypeId() == TYPEID_PLAYER)
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m_caster->ToPlayer()->SetSpellModTakingSpell(this, true);
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@@ -4479,7 +4489,6 @@ void Spell::HandleThreatSpells(uint32 spellId)
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void Spell::HandleEffects(Unit *pUnitTarget,Item *pItemTarget,GameObject *pGOTarget,uint32 i)
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{
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if (!sScriptMgr.OnSpellCast(pUnitTarget,pItemTarget,pGOTarget,i,m_spellInfo))
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return;
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@@ -4495,12 +4504,21 @@ void Spell::HandleEffects(Unit *pUnitTarget,Item *pItemTarget,GameObject *pGOTar
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sLog.outDebug("Spell: %u Effect : %u", m_spellInfo->Id, eff);
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for(std::list<SpellScript *>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end() ; ++scritr)
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{
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std::list<SpellScript::EffectHandler>::iterator effEndItr = (*scritr)->EffectHandlers.end(), effItr = (*scritr)->EffectHandlers.begin();
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for(; effItr != effEndItr ; ++effItr)
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{
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if ((*effItr).IsEffectAffected(m_spellInfo, i))
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(*effItr).Call(*scritr, (SpellEffIndex)i);
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}
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}
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//we do not need DamageMultiplier here.
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damage = CalculateDamage(i, NULL);
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if (eff < TOTAL_SPELL_EFFECTS)
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{
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//sLog.outDebug("WORLD: Spell FX %d < TOTAL_SPELL_EFFECTS ", eff);
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(this->*SpellEffects[eff])(i);
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}
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}
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@@ -7076,3 +7094,21 @@ void Spell::SelectTrajTargets()
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m_targets.setDst(x, y, z, m_caster->GetOrientation());
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}
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}
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void Spell::LoadScripts()
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{
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sLog.outError("Spell::LoadScripts");
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sScriptMgr.CreateSpellScripts(m_spellInfo->Id, m_loadedScripts);
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for(std::list<SpellScript *>::iterator itr = m_loadedScripts.begin(); itr != m_loadedScripts.end() ;)
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{
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if (!(*itr)->_Load(this))
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{
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std::list<SpellScript *>::iterator bitr = itr;
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++itr;
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m_loadedScripts.erase(bitr);
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continue;
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}
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(*itr)->Register();
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++itr;
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}
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}
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@@ -29,6 +29,8 @@ class Player;
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class GameObject;
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class DynamicObject;
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class Aura;
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struct SpellEntry;
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class SpellScript;
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// These flags represent the inner states of the targeting system
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enum SpellInternalTargetFlags
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@@ -268,6 +270,7 @@ class Spell
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{
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friend struct Trinity::SpellNotifierCreatureAndPlayer;
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friend void Unit::SetCurrentCastedSpell(Spell * pSpell);
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friend class SpellScript;
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public:
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void EffectNULL(uint32);
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@@ -506,6 +509,7 @@ class Spell
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Unit* GetCaster() const { return m_caster; }
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Unit* GetOriginalCaster() const { return m_originalCaster; }
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SpellEntry const * GetSpellInfo() const { return m_spellInfo; }
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int32 GetPowerCost() const { return m_powerCost; }
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void UpdatePointers(); // must be used at call Spell code after time delay (non triggered spell cast/update spell call/etc)
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@@ -650,6 +654,10 @@ class Spell
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void SpellDamageWeaponDmg(uint32 i);
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void SpellDamageHeal(uint32 i);
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// Scripting system
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void LoadScripts();
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std::list<SpellScript *> m_loadedScripts;
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// effect helpers
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void GetSummonPosition(uint32 i, Position &pos, float radius = 0.0f, uint32 count = 0);
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void SummonGuardian(uint32 i, uint32 entry, SummonPropertiesEntry const *properties);
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@@ -0,0 +1,215 @@
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/*
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* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "SpellScript.h"
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#include "Spell.h"
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bool _SpellScript::_Validate(SpellEntry const * entry, const char * scriptname)
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{
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if (!Validate(entry))
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{
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sLog.outError("TSCR: Spell `%u` did not pass Validate() function of script `%s` - script will be not added to the spell", entry->Id, scriptname);
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return false;
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}
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return true;
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}
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_SpellScript::EffectHook::EffectHook(uint8 _effIndex)
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{
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// effect index must be in range <0;2>, allow use of special effindexes
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ASSERT(_effIndex == EFFECT_ALL || _effIndex == EFFECT_FIRST_FOUND || _effIndex < MAX_SPELL_EFFECTS);
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effIndex = _effIndex;
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}
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uint8 _SpellScript::EffectHook::GetAffectedEffectsMask(SpellEntry const * spellEntry)
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{
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uint8 mask = 0;
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if ((effIndex == EFFECT_ALL) || (effIndex == EFFECT_FIRST_FOUND))
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{
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for(uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
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{
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if ((effIndex == EFFECT_FIRST_FOUND) && mask)
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return mask;
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if (CheckEffect(spellEntry, effIndex))
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mask |= (uint8)1<<effIndex;
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}
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}
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else
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{
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if (CheckEffect(spellEntry, effIndex))
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mask |= (uint8)1<<effIndex;
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}
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return mask;
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}
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bool _SpellScript::EffectHook::IsEffectAffected(SpellEntry const * spellEntry, uint8 effIndex)
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{
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return GetAffectedEffectsMask(spellEntry) & 1<<effIndex;
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}
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std::string _SpellScript::EffectHook::EffIndexToString()
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{
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switch(effIndex)
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{
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case EFFECT_ALL:
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return "EFFECT_ALL";
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case EFFECT_FIRST_FOUND:
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return "EFFECT_FIRST_FOUND";
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case EFFECT_0:
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return "EFFECT_0";
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case EFFECT_1:
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return "EFFECT_1";
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case EFFECT_2:
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return "EFFECT_2";
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}
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return "Invalid Value";
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}
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bool _SpellScript::EffectNameCheck::Check(SpellEntry const * spellEntry, uint8 effIndex)
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{
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if (!spellEntry->Effect[effIndex] && !effName)
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return true;
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if (!spellEntry->Effect[effIndex])
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return false;
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return (effName == SPELL_EFFECT_ANY) || (spellEntry->Effect[effIndex] == effName);
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}
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std::string _SpellScript::EffectNameCheck::ToString()
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{
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switch(effName)
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{
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case SPELL_EFFECT_ANY:
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return "SPELL_EFFECT_ANY";
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default:
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char num[10];
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sprintf (num,"%u",effName);
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return num;
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}
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}
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bool _SpellScript::EffectAuraNameCheck::Check(SpellEntry const * spellEntry, uint8 effIndex)
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{
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if (!spellEntry->EffectApplyAuraName[effIndex] && !effAurName)
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return true;
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if (!spellEntry->EffectApplyAuraName[effIndex])
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return false;
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return (effAurName == SPELL_EFFECT_ANY) || (spellEntry->EffectApplyAuraName[effIndex] == effAurName);
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}
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std::string _SpellScript::EffectAuraNameCheck::ToString()
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{
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switch(effAurName)
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{
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case SPELL_AURA_ANY:
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return "SPELL_AURA_ANY";
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default:
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char num[10];
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sprintf (num,"%u",effAurName);
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return num;
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}
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}
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SpellScript::EffectHandler::EffectHandler(EffectHandlerFnType _pEffectHandlerScript,uint8 _effIndex, uint16 _effName)
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: _SpellScript::EffectNameCheck(_effName), _SpellScript::EffectHook(_effIndex)
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{
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pEffectHandlerScript = _pEffectHandlerScript;
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}
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std::string SpellScript::EffectHandler::ToString()
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{
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return "Index: " + EffIndexToString() + " Name: " +_SpellScript::EffectNameCheck::ToString();
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}
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bool SpellScript::EffectHandler::CheckEffect(SpellEntry const * spellEntry, uint8 effIndex)
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{
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return _SpellScript::EffectNameCheck::Check(spellEntry, effIndex);
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}
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void SpellScript::EffectHandler::Call(SpellScript * spellScript, SpellEffIndex effIndex)
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{
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(spellScript->*pEffectHandlerScript)(effIndex);
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}
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bool SpellScript::_Validate(SpellEntry const * entry, const char * scriptname)
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{
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for (std::list<EffectHandler>::iterator itr = EffectHandlers.begin(); itr != EffectHandlers.end(); ++itr)
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{
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if (!(*itr).GetAffectedEffectsMask(entry))
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{
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sLog.outError("TSCR: Spell `%u` Effect `%s` of script`%s` did not match dbc effect data - bound handler won't be executed", entry->Id, (*itr).ToString().c_str(), scriptname);
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}
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}
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return _SpellScript::_Validate(entry, scriptname);
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}
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bool SpellScript::_Load(Spell * spell)
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{
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m_spell = spell;
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return Load();
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}
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Unit * SpellScript::GetCaster()
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{
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return m_spell->GetCaster();
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}
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Unit * SpellScript::GetOriginalCaster()
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{
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return m_spell->GetOriginalCaster();
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}
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SpellEntry const * SpellScript::GetSpellInfo()
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{
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return m_spell->GetSpellInfo();
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}
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Unit * SpellScript::GetEffectUnitTarget()
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{
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return m_spell->unitTarget;
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}
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Creature * SpellScript::GetEffectCreatureTarget()
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{
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if (m_spell->unitTarget)
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return m_spell->unitTarget->ToCreature();
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else
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return NULL;
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}
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Player * SpellScript::GetEffectPlayerTarget()
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{
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if (m_spell->unitTarget)
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return m_spell->unitTarget->ToPlayer();
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else
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return NULL;
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}
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Item * SpellScript::GetEffectItemTarget()
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{
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return m_spell->itemTarget;
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}
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GameObject * SpellScript::GetEffectGOTarget()
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{
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return m_spell->gameObjTarget;
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}
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int32 SpellScript::GetEffectValue()
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{
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return m_spell->damage;
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}
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@@ -0,0 +1,154 @@
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/*
|
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* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
|
||||
*
|
||||
* 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, write to the Free Software
|
||||
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef __SPELL_SCRIPT_H
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#define __SPELL_SCRIPT_H
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class Unit;
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struct SpellEntry;
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class SpellScript;
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class Spell;
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typedef void(SpellScript::*EffectHandlerFnType)(SpellEffIndex);
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#define SPELL_EFFECT_ANY (uint16)-1
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#define SPELL_AURA_ANY (uint16)-1
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// helper class from which SpellScript and SpellAura derive, use these classes instead
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class _SpellScript
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{
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// internal use classes & functions
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// DO NOT OVERRIDE THESE IN SCRIPTS
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protected:
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virtual bool _Validate(SpellEntry const * entry, const char * scriptname);
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protected:
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class EffectHook
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{
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public:
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EffectHook(uint8 _effIndex);
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uint8 GetAffectedEffectsMask(SpellEntry const * spellEntry);
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bool IsEffectAffected(SpellEntry const * spellEntry, uint8 effIndex);
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virtual bool CheckEffect(SpellEntry const * spellEntry, uint8 effIndex) = 0;
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std::string EffIndexToString();
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protected:
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uint8 effIndex;
|
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};
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class EffectNameCheck
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{
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public:
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EffectNameCheck(uint16 _effName) {effName = _effName;};
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bool Check(SpellEntry const * spellEntry, uint8 effIndex);
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std::string ToString();
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private:
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uint16 effName;
|
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};
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class EffectAuraNameCheck
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{
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public:
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EffectAuraNameCheck(uint16 _effAurName) { effAurName = _effAurName; }
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bool Check(SpellEntry const * spellEntry, uint8 effIndex);
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std::string ToString();
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private:
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uint16 effAurName;
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};
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public:
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//
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// SpellScript/AuraScript interface base
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// these functions are safe to override, see notes below for usage instructions
|
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//
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// Function in which handler functions are registered, must be implemented in script
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virtual void Register() = 0;
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// Function called on server startup, if returns false script won't be used in core
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// use for: dbc/template data presence/correctness checks
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virtual bool Validate(SpellEntry const * spellEntry) {return true;};
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// Function called when script is created, if returns false script will be unloaded afterwards
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// use for: initializing local script variables (DO NOT USE CONSTRUCTOR FOR THIS PURPOSE!)
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virtual bool Load() {return true;};
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// Function called when script is destroyed
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// use for: deallocating memory allocated by script
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virtual void Unload() {};
|
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};
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||||
|
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class SpellScript : public _SpellScript
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{
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// internal use classes & functions
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// DO NOT OVERRIDE THESE IN SCRIPTS
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public:
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class EffectHandler : public _SpellScript::EffectNameCheck, public _SpellScript::EffectHook
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{
|
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public:
|
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EffectHandler(EffectHandlerFnType _pEffectHandlerScript,uint8 _effIndex, uint16 _effName);
|
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std::string ToString();
|
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bool CheckEffect(SpellEntry const * spellEntry, uint8 effIndex);
|
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void Call(SpellScript * spellScript, SpellEffIndex effIndex);
|
||||
private:
|
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EffectHandlerFnType pEffectHandlerScript;
|
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};
|
||||
public:
|
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bool _Validate(SpellEntry const * entry, const char * scriptname);
|
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bool _Load(Spell * spell);
|
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private:
|
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Spell * m_spell;
|
||||
public:
|
||||
//
|
||||
// SpellScript interface
|
||||
// hooks to which you can attach your functions
|
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//
|
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// List of functions registered by EffectHandlerFn
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// allows more than one hook
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// example EffectHandlers += EffectHandlerFn(class::function, EffectIndexSpecifier, EffectNameSpecifier);
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HookList<EffectHandler> EffectHandlers;
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|
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// methods allowing interaction with Spell object
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Unit * GetCaster();
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Unit * GetOriginalCaster();
|
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SpellEntry const * GetSpellInfo();
|
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// functions useable only during spell hit on target phase
|
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Unit * GetEffectUnitTarget();
|
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Creature * GetEffectCreatureTarget();
|
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Player * GetEffectPlayerTarget();
|
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Item * GetEffectItemTarget();
|
||||
GameObject * GetEffectGOTarget();
|
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int32 GetEffectValue();
|
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};
|
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// SpellScript interface
|
||||
//
|
||||
// function registering macros, should be used only in Register()
|
||||
//
|
||||
// EffectHandlerFn
|
||||
// called at: Spell hit on unit, just before default effect handler, called for effects matching EffectIndexSpecifier and EffectNameSpecifier conditions
|
||||
// hook parameter is current effect index
|
||||
// parameters: function to call, EffectIndexSpecifier, EffectNameSpecifier
|
||||
#define EffectHandlerFn(F, I, N) EffectHandler((EffectHandlerFnType)&F, I, N)
|
||||
|
||||
//
|
||||
// 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
|
||||
Reference in New Issue
Block a user