*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
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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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