*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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/*
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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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#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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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);
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private:
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EffectHandlerFnType pEffectHandlerScript;
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};
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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;
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public:
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//
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// SpellScript interface
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// 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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// 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();
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GameObject * GetEffectGOTarget();
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int32 GetEffectValue();
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};
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// SpellScript interface
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//
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// function registering macros, should be used only in Register()
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//
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// EffectHandlerFn
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// called at: Spell hit on unit, just before default effect handler, called for effects matching EffectIndexSpecifier and EffectNameSpecifier conditions
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// hook parameter is current effect index
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// parameters: function to call, EffectIndexSpecifier, EffectNameSpecifier
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#define EffectHandlerFn(F, I, N) EffectHandler((EffectHandlerFnType)&F, I, N)
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//
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// definitions:
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//
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// EffectIndexSpecifier - specifies conditions for effects
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// EFFECT_0 - first effect matches
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// EFFECT_1 - second effect matches
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// EFFECT_2 - third effect matches
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// EFFECT_FIRST_FOUND - first effect matching other conditions matches
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// EFFECT_ALL - all effects of spell match
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//
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// EffectNameSpecifier - specifies conditions for spell effect names
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// SPELL_EFFECT_ANY - any effect but not 0 matches condition
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// SPELL_EFFECT_XXX - one of values of enum SpellEffects - effect with equal name matches
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//
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#endif // __SPELL_SCRIPT_H
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