Core/Spells: spell effect handling improvements

* Call spell effect handlers in 4 modes:
   - SPELL_EFFECT_HANDLE_LAUNCH - called when spell is launched (cast just finished)
   - SPELL_EFFECT_HANDLE_LAUNCH_TARGET - called when spell is launched for each target in spell target map
   - SPELL_EFFECT_HANDLE_HIT - called when spell hits its destination
   - SPELL_EFFECT_HANDLE_HIT_TARGET - called when spell hits it's target from spell target map
*Correctly implement SPELL_EFFECT_TRIGGER_SPELL, SPELL_EFFECT_TRIGGER_SPELL_WITH_VALUE, SPELL_EFFECT_TRIGGER_MISSILE_SPELL_WITH_VALUE, SPELL_EFFECT_TRIGGER_MISSILE_SPELL
*Remove spell system hacks which became obsolete with this commit
Core/SpellScripts:
add OnEffectLaunch, OnEffectLaunchTarget, OnEffectHit, OnEffectHitTarget hooks for new effect handle modes and remove OnEffect hook.
A generic rule of thumb how to update your scripts (will work for nearly all cases) for spell system noobs:
if your spell script used GetHitXXXX function, you need to use OnEffectHitTarget, otherwise use
OnEffectHit
This commit is contained in:
QAston committed 2011-09-25 13:29:50 +02:00
1 parent b07cc3751f
commit e949ad3adb
50 files changed
+1057 -738

No files matched your search

+10 -12
View File
@@ -61,7 +61,7 @@ class spell_mage_blast_wave : public SpellScriptLoader
void Register()
{
OnEffect += SpellEffectFn(spell_mage_blast_wave_SpellScript::HandleKnockBack, EFFECT_2, SPELL_EFFECT_KNOCK_BACK);
OnEffectHitTarget += SpellEffectFn(spell_mage_blast_wave_SpellScript::HandleKnockBack, EFFECT_2, SPELL_EFFECT_KNOCK_BACK);
}
};
@@ -106,7 +106,7 @@ class spell_mage_cold_snap : public SpellScriptLoader
void Register()
{
// add dummy effect spell handler to Cold Snap
OnEffect += SpellEffectFn(spell_mage_cold_snap_SpellScript::HandleDummy, EFFECT_0, SPELL_EFFECT_DUMMY);
OnEffectHit += SpellEffectFn(spell_mage_cold_snap_SpellScript::HandleDummy, EFFECT_0, SPELL_EFFECT_DUMMY);
}
};
@@ -145,7 +145,7 @@ class spell_mage_polymorph_cast_visual : public SpellScriptLoader
void Register()
{
// add dummy effect spell handler to Polymorph visual
OnEffect += SpellEffectFn(spell_mage_polymorph_cast_visual_SpellScript::HandleDummy, EFFECT_0, SPELL_EFFECT_DUMMY);
OnEffectHitTarget += SpellEffectFn(spell_mage_polymorph_cast_visual_SpellScript::HandleDummy, EFFECT_0, SPELL_EFFECT_DUMMY);
}
};
@@ -186,20 +186,18 @@ class spell_mage_summon_water_elemental : public SpellScriptLoader
void HandleDummy(SpellEffIndex /*effIndex*/)
{
if (Unit* unitTarget = GetHitUnit())
{
// Glyph of Eternal Water
if (unitTarget->HasAura(SPELL_MAGE_GLYPH_OF_ETERNAL_WATER))
unitTarget->CastSpell(unitTarget, SPELL_MAGE_SUMMON_WATER_ELEMENTAL_PERMANENT, true);
else
unitTarget->CastSpell(unitTarget, SPELL_MAGE_SUMMON_WATER_ELEMENTAL_TEMPORARY, true);
}
Unit* caster = GetCaster();
// Glyph of Eternal Water
if (caster->HasAura(SPELL_MAGE_GLYPH_OF_ETERNAL_WATER))
caster->CastSpell(caster, SPELL_MAGE_SUMMON_WATER_ELEMENTAL_PERMANENT, true);
else
caster->CastSpell(caster, SPELL_MAGE_SUMMON_WATER_ELEMENTAL_TEMPORARY, true);
}
void Register()
{
// add dummy effect spell handler to Summon Water Elemental
OnEffect += SpellEffectFn(spell_mage_summon_water_elemental_SpellScript::HandleDummy, EFFECT_0, SPELL_EFFECT_DUMMY);
OnEffectHit += SpellEffectFn(spell_mage_summon_water_elemental_SpellScript::HandleDummy, EFFECT_0, SPELL_EFFECT_DUMMY);
}
};