Files
Viano-Core/src/server/game/Spells/SpellScript.h
T

1153 lines
52 KiB
C++

/*
* 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 "SpellInfo.h"
#include "Utilities/StringFormat.h"
#include "Util.h"
#include <functional>
#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 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 AuraScript 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:
/**
* Pseudo specialization (actually a new type) of HookList<T> that is able to give proper parameters to Register(...) to an IDE's autocomplete.
*
* Don't directly implement this type. Expose it as a typedef in your type instead.
*/
template <typename T, typename... CtorArgs>
struct _HookList : HookList<T>
{
explicit _HookList(_SpellScript* owner) : _owner(owner) { }
template <typename Derived = _SpellScript>
void Register(typename T::template HookType<Derived> hookFunction, CtorArgs... args)
{
if (Derived* derivedOwner = dynamic_cast<Derived*>(_owner))
return HookList<T>::Register(derivedOwner, hookFunction, std::forward<CtorArgs>(args)...);
}
private:
_SpellScript* _owner;
};
/**
* Base type in charge of encapsulating a spellscript hook.
* Takes an instance of the spellscript and a member function pointer.
*/
template <typename R, typename... Args>
struct TC_GAME_API HookHandler
{
//> Type of the function pointer
template <typename T>
using HookType = R(T::*)(Args...);
using HookList = _SpellScript::_HookList<HookHandler<R, Args...>>;
template <typename Derived = _SpellScript>
HookHandler(Derived* owner, HookType<Derived> hookFunction)
{
_handler = [=](Args&&... args) -> R {
// Value capture to avoid taking addresses of temporaries
return (owner->*hookFunction)(std::forward<Args>(args)...);
};
}
R Call(Args... args)
{
return _handler(std::forward<Args>(args)...);
}
private:
std::function<R(Args...)> _handler;
};
/**
* Base type for hooks that filter on effect index.
* This type can't be directly used because it doesn't expose a HookList typedef.
*/
template <typename R, typename... Args>
struct TC_GAME_API EffectIndexHookHandler : HookHandler<R, Args...>
{
//> Type of the required function pointer.
template <typename T>
using HookType = typename HookHandler<R, Args...>::template HookType<T>;
//> Base type shorthand.
using BaseHookHandler = HookHandler<R, Args...>;
template <typename Derived = _SpellScript>
EffectIndexHookHandler(Derived* owner, HookType<Derived> hookFunction, uint8 effIndex, std::function<bool(SpellEffectInfo const&)> effectInfoFilter)
: BaseHookHandler(owner, hookFunction), _effIndex(effIndex), _effectInfoFilter(effectInfoFilter)
{
// effect index must be in range <0;2>, allow use of special effindexes
ASSERT(_effIndex == EFFECT_ALL || _effIndex == EFFECT_FIRST_FOUND || _effIndex < MAX_SPELL_EFFECTS);
}
std::string ToString() const
{
return Trinity::StringFormat("Index: %s", EffectIndexToString());
}
uint32 GetAffectedEffectsMask(SpellInfo const* spellInfo)
{
uint32 effectMask = 0;
if (_effIndex == EFFECT_FIRST_FOUND || _effIndex == EFFECT_ALL)
{
for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
if (_effectInfoFilter(spellInfo->Effects[i]))
effectMask |= 1 << i;
if (_effIndex == EFFECT_FIRST_FOUND && effectMask != 0)
return effectMask;
}
}
else if (_effIndex >= EFFECT_0 && _effIndex < MAX_SPELL_EFFECTS)
{
if (_effectInfoFilter(spellInfo->Effects[_effIndex]))
return 1 << _effIndex;
}
return effectMask;
}
bool Filter(SpellInfo const* spellInfo, SpellEffIndex effIndex)
{
return GetAffectedEffectsMask(spellInfo) & (1 << effIndex);
}
private:
uint8 _effIndex;
std::function<bool(SpellEffectInfo const&)> _effectInfoFilter;
const char* EffectIndexToString() const
{
switch (_effIndex)
{
case EFFECT_ALL: return "EFFECT_ALL";
case EFFECT_FIRST_FOUND: return "EFFECT_FIRST_FOUND";
case EFFECT_0: return "EFFECT_0";
case EFFECT_1: return "EFFECT_1";
case EFFECT_2: return "EFFECT_2";
}
return "Invalid value";
}
};
/**
* Base type for hooks that filter on effect index AND effect name.
*
* If you were to declare a hook using this type, the signature of Register would be
* Register(this, &class::function, EffectIndexSpecifier, EffectNameSpecifier)
*/
template <typename R, typename... Args>
struct TC_GAME_API EffectNameHookHandler : EffectIndexHookHandler<R, Args...>
{
//> Type of the required function pointer.
template <typename T>
using HookType = typename EffectIndexHookHandler<R, Args...>::template HookType<T>;
//> Base type shorthand.
using BaseHookHandler = EffectIndexHookHandler<R, Args...>;
//> Type of the hook container list.
using HookList = _HookList<EffectNameHookHandler<R, Args...>, uint8, uint16>;
template <typename Derived = _SpellScript>
EffectNameHookHandler(Derived* owner, HookType<Derived> hookFunction, uint8 effIndex, uint16 effName)
: BaseHookHandler(owner, hookFunction, effIndex,
[_effectName = effName](SpellEffectInfo const& effectInfo) {
return _effectName == SPELL_EFFECT_ANY || effectInfo.Effect == _effectName;
}), _effName(effName)
{
}
std::string ToString() const
{
return Trinity::StringFormat("%s Name: %s", BaseHookHandler::ToString(), EffectNameToString());
}
private:
std::string EffectNameToString() const
{
if (_effName == SPELL_EFFECT_ANY)
return "SPELL_EFFECT_ANY";
return Trinity::StringFormat("%u", _effName);
}
uint16 _effName;
};
/**
* Base type for hooks that filter on effect index AND target type.
*
* If you were to declare a hook using this type, the signature of Register would be
* Register(this, &class::function, EffectIndexSpecifier, TargetNameSpecifier)
*/
template <bool Area, bool Dest, typename R, typename... Args>
struct TC_GAME_API EffectTargetHookHandler : EffectIndexHookHandler<R, Args...>
{
//> Type of the required function pointer.
template <typename T>
using HookType = typename EffectIndexHookHandler<R, Args...>::template HookType<T>;
//> Base type shorthand.
using BaseHookHandler = EffectIndexHookHandler<R, Args...>;
//> Type of the hook container list.
using HookList = _HookList<EffectTargetHookHandler<Area, Dest, R, Args...>, uint8, uint16>;
template <typename Derived = _SpellScript>
EffectTargetHookHandler(Derived* owner, HookType<Derived> hookFunction, uint8 effIndex, uint16 targetType)
: BaseHookHandler(owner, hookFunction, effIndex,
[_targetType = targetType](SpellEffectInfo const& effectInfo) {
if (!_targetType)
return false;
if (effectInfo.TargetA.GetTarget() != _targetType && effectInfo.TargetB.GetTarget() != _targetType)
return false;
SpellImplicitTargetInfo targetInfo(_targetType);
switch (targetInfo.GetSelectionCategory())
{
case TARGET_SELECT_CATEGORY_CHANNEL: // SINGLE
return !Area;
case TARGET_SELECT_CATEGORY_NEARBY: // BOTH
return true;
case TARGET_SELECT_CATEGORY_CONE: // AREA
case TARGET_SELECT_CATEGORY_AREA: // AREA
return Area;
case TARGET_SELECT_CATEGORY_DEFAULT:
switch (targetInfo.GetObjectType())
{
case TARGET_OBJECT_TYPE_SRC: // EMPTY
return false;
case TARGET_OBJECT_TYPE_DEST: // DEST
return Dest;
default:
switch (targetInfo.GetReferenceType())
{
case TARGET_REFERENCE_TYPE_CASTER: // SINGLE
return !Area;
case TARGET_REFERENCE_TYPE_TARGET: // BOTH
return true;
default:
break;
}
break;
}
break;
default:
break;
}
return false;
}), _targetType(targetType)
{
}
std::string ToString() const
{
return Trinity::StringFormat("%s Target: %u", BaseHookHandler::ToString(), _targetType);
}
uint16 GetTarget()
{
return _targetType;
}
private:
uint16 _targetType;
};
/**
* Base type for hooks that filter on effect index AND area target types.
*/
using ObjectAreaTargetSelectHookHandler = EffectTargetHookHandler<true, false, void, std::list<WorldObject*>&>;
/**
* Base type for hooks that filter on effect index AND single target types.
*/
using ObjectTargetSelectHookHandler = EffectTargetHookHandler<false, false, void, WorldObject*&>;
/**
* Base type for hooks that filter on effect index AND destination target types.
*/
using DestinationTargetSelectHookHandler = EffectTargetHookHandler<false, true, void, SpellDestination&>;
/**
* Base type for hooks that filter on effect index AND aura name.
*
* If you were to declare a hook using this type, the signature of Register would be
* Register(this, &class::function, EffectIndexSpecifier, AuraNameSpecifier)
*/
template <typename R, typename... Args>
struct TC_GAME_API AuraNameHookHandler : EffectIndexHookHandler<R, Args...>
{
//> Type of the required function pointer.
template <typename T>
using HookType = typename EffectIndexHookHandler<R, Args...>::template HookType<T>;
//> Base type shorthand.
using BaseHookHandler = EffectIndexHookHandler<R, Args...>;
//> Type of the hook container list.
using HookList = _HookList<AuraNameHookHandler<R, Args...>, uint8, uint16>;
template <typename Derived = _SpellScript>
AuraNameHookHandler(Derived* owner, HookType<Derived> hookFunction, uint8 effIndex, uint16 auraName)
: BaseHookHandler(owner, hookFunction, effIndex,
[_auraName = auraName](SpellEffectInfo const& effectInfo) {
return _auraName == SPELL_AURA_ANY || effectInfo.ApplyAuraName == _auraName;
}), _auraName(auraName)
{
}
std::string ToString() const
{
return Trinity::StringFormat("%s Name: %s", BaseHookHandler::ToString(), AuraNameToString());
}
private:
std::string AuraNameToString() const
{
if (_auraName == SPELL_AURA_ANY)
return "SPELL_AURA_ANY";
return Trinity::StringFormat("%u", _auraName);
}
uint16 _auraName;
};
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_AFTER_CAST,
SPELL_SCRIPT_HOOK_CALC_DAMAGE,
SPELL_SCRIPT_HOOK_CALC_HEALING,
SPELL_SCRIPT_HOOK_ON_SPELL_START
};
#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:
using CheckCastHook = HookHandler<SpellCastResult>;
using EffectNameHook = EffectNameHookHandler<void, SpellEffIndex>;
using HitHook = HookHandler<void>;
using CastHook = HookHandler<void>;
using DamageAndHealingCalcHook = HookHandler<void, Unit*, int32&, int32&, float&>;
public:
SpellScript()
: _SpellScript(), m_spell(nullptr), m_hitPreventEffectMask(0), m_hitPreventDefaultEffectMask(0),
OnSpellStart(this),
BeforeCast(this),
OnCast(this),
AfterCast(this),
OnCheckCast(this),
OnEffectLaunch(this), OnEffectLaunchTarget(this), OnEffectHit(this), OnEffectHitTarget(this), OnEffectSuccessfulDispel(this),
CalcDamage(this), CalcHealing(this),
BeforeHit(this), OnHit(this), AfterHit(this),
OnObjectAreaTargetSelect(this), OnObjectTargetSelect(this), OnDestinationTargetSelect(this)
{
}
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 IsAfterTargetSelectionPhase() 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 - Cast hooks
// OnSpellStart.Register(this, &class::function);
// Function is: void function();
CastHook::HookList OnSpellStart;
// BeforeCast.Register(this, &class::function);
// Function is: void function();
CastHook::HookList BeforeCast;
// OnCast.Register(this, &class::function);
// Function is: void function();
CastHook::HookList OnCast;
// AfterCast.Register(this, &class::function);
// Function is: void function();
CastHook::HookList AfterCast;
// OnCheckCast.Register(this, &class::function);
// Function is: SpellCastResult function()
CheckCastHook::HookList OnCheckCast;
public: // SpellScript interface - Effect hooks
// OnEffect****.Register(this, &class::function, EffectIndexSpecifier, EffectNameSpecifier);
// Function is: void function(SpellEffIndex effIndex);
EffectNameHook::HookList OnEffectLaunch;
EffectNameHook::HookList OnEffectLaunchTarget;
EffectNameHook::HookList OnEffectHit;
EffectNameHook::HookList OnEffectHitTarget;
EffectNameHook::HookList OnEffectSuccessfulDispel;
public: // SpellScript interface - Calc Damage or Heal hooks
// CalcDamage.Register(this, &class::function);
// Function is: void function(Unit* victim, int32& damage, int32& flatMod, float& pctMod);
DamageAndHealingCalcHook::HookList CalcDamage;
// CalcHealing.Register(this, &class::function);
// Function is: void function(Unit* victim, int32& healing, int32& flatMod, float& pctMod);
DamageAndHealingCalcHook::HookList CalcHealing;
public: // SpellScript interface - Hit hooks
// BeforeHit.Register(this, class::function);
// Function is: void function()
HitHook::HookList BeforeHit;
// OnHit.Register(this, &class::function);
// Function is: void function()
HitHook::HookList OnHit;
// AfterHit.Register(this, &class::function);
// Function is: void function()
HitHook::HookList AfterHit;
public: // SpellScript interface - Target selection hooks
// OnObjectAreaTargetSelect.Register(this, &class::function, EffectIndexSpecifier, TargetsNameSpecifier);
// Function is: void function(std::list<WorldObject*>& targets)
ObjectAreaTargetSelectHookHandler::HookList OnObjectAreaTargetSelect;
// OnObjectTargetSelect.Register(this, &class::function, EffectIndexSpecifier, TargetsNameSpecifier);
// Function is: void function(WorldObject*& target)
ObjectTargetSelectHookHandler::HookList OnObjectTargetSelect;
// OnDestinationTargetSelect.Register(this, &class::function, EffectIndexSpecifier, TargetsNameSpecifier);
// Function is: void function(SpellDestination& target)
DestinationTargetSelectHookHandler::HookList OnDestinationTargetSelect;
// 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
// 10a. CalcDamage - executed during specified effect handler call - when spell missile is launched - called for each target from spell target map
// 10b. CalcHealing - executed during specified effect handler call - when spell missile is launched - called for each target from spell target map
// 8. OnEffectHit - executed just before specified effect handler call - when spell missile hits dest
// 9. BeforeHit - executed just before spell hits a target - called for each target from spell target map
// 10. OnEffectHitTarget - executed just before specified effect handler call - called for each target from spell target map
// 11. OnHit - executed just before spell deals damage and procs auras - when spell hits target - called for each target from spell target map
// 12. 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;
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 = nullptr 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 nullptr
WorldLocation const* GetExplTargetDest() const;
void SetExplTargetDest(WorldLocation const& loc);
// returns: WorldObject which was selected as an explicit spell target or nullptr if there's no target
WorldObject* GetExplTargetWorldObject() const;
// returns: Unit which was selected as an explicit spell target or nullptr if there's no target
Unit* GetExplTargetUnit() const;
// returns: GameObject which was selected as an explicit spell target or nullptr if there's no target
GameObject* GetExplTargetGObj() const;
// returns: Item which was selected as an explicit spell target or nullptr 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 nullptr
Unit* GetHitUnit() const;
// returns: target of current effect if it was Creature otherwise nullptr
Creature* GetHitCreature() const;
// returns: target of current effect if it was Player otherwise nullptr
Player* GetHitPlayer() const;
// returns: target of current effect if it was Item otherwise nullptr
Item* GetHitItem() const;
// returns: target of current effect if it was GameObject otherwise nullptr
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
int32 GetEffectValue() const;
void SetEffectValue(int32 value);
// returns: cast item if present.
Item* GetCastItem() const;
// Creates item. Calls Spell::DoCreateItem method.
void CreateItem(uint32 effIndex, 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_CALC_DAMAGE_AND_HEALING,
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,
AURA_SCRIPT_HOOK_ON_HEARTBEAT,
// 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:
using AuraCheckAreaTargetHookHandler = HookHandler<bool, Unit*>;
using AuraDispelHookHandler = HookHandler<void, DispelInfo*>;
using AuraHeartbeatHookHandler = HookHandler<void>;
using AuraEffectPeriodicHookHandler = AuraNameHookHandler<void, AuraEffect const*>;
using AuraEffectUpdatePeriodicHookHandler = AuraNameHookHandler<void, AuraEffect*>;
using AuraEffectCalcAmountHookHandler = AuraNameHookHandler<void, AuraEffect const*, int32&, bool&>;
using AuraEffectCalcPeriodicHookHandler = AuraNameHookHandler<void, AuraEffect const*, bool&, int32&>;
using AuraEffectCalcSpellModHookHandler = AuraNameHookHandler<void, AuraEffect const*, SpellModifier*&>;
using EffectCalcDamageAndHealingHookHandler = AuraNameHookHandler<void, AuraEffect const*, Unit*, int32&, int32&, float&>;
template <typename R, typename... Args>
struct TC_GAME_API AuraEffectHandleModeHookHandler : AuraNameHookHandler<R, Args...>
{
//> Base type shorthand.
using BaseHookHandler = AuraNameHookHandler<R, Args...>;
//> Type of the required function pointer.
template <typename T>
using HookType = typename BaseHookHandler::template HookType<T>;
//> Type of the hook container list.
using HookList = _HookList<AuraEffectHandleModeHookHandler<R, Args...>, SpellEffIndex, uint16, AuraEffectHandleModes>;
template <typename Derived = _SpellScript>
AuraEffectHandleModeHookHandler(Derived* owner, HookType<Derived> hookFunction, uint8 effIndex, uint16 auraName, AuraEffectHandleModes mode)
: BaseHookHandler(owner, hookFunction, effIndex, auraName), _mode(mode)
{
}
//> Disable the other implementation.
bool Filter(SpellInfo const* /*spellInfo*/, SpellEffIndex /*effIndex*/) = delete;
//> Contractual implementation, see HookHandler::Filtered
bool Filter(SpellInfo const* spellInfo, SpellEffIndex effIndex, AuraEffectHandleModes mode)
{
if (!(mode & _mode))
return false;
return BaseHookHandler::Filter(spellInfo, effIndex);
}
private:
AuraEffectHandleModes _mode;
};
using AuraEffectApplyHookHandler = AuraEffectHandleModeHookHandler<void, AuraEffect const*, AuraEffectHandleModes>;
struct TC_GAME_API AuraEffectAbsorbHookHandler : AuraNameHookHandler<void, AuraEffect*, DamageInfo&, uint32&>
{
//> Base type shorthand.
using BaseHookHandler = AuraNameHookHandler<void, AuraEffect*, DamageInfo&, uint32&>;
//> Type of the required function pointer.
template <typename T>
using HookType = typename BaseHookHandler::template HookType<T>;
//> Type of the hook container list.
using HookList = _HookList<AuraEffectAbsorbHookHandler, uint8>;
template <typename Derived = _SpellScript>
AuraEffectAbsorbHookHandler(Derived* owner, HookType<Derived> hookFunction, uint8 effIndex)
: BaseHookHandler(owner, hookFunction, effIndex, SPELL_AURA_SCHOOL_ABSORB)
{
}
};
struct TC_GAME_API AuraEffectManaShieldHookHandler : AuraNameHookHandler<void, AuraEffect*, DamageInfo&, uint32&>
{
//> Base type shorthand.
using BaseHookHandler = AuraNameHookHandler<void, AuraEffect*, DamageInfo&, uint32&>;
//> Type of the required function pointer.
template <typename T>
using HookType = typename BaseHookHandler::template HookType<T>;
//> Type of the hook container list.
using HookList = _HookList<AuraEffectManaShieldHookHandler, uint8>;
template <typename Derived = _SpellScript>
AuraEffectManaShieldHookHandler(Derived* owner, HookType<Derived> hookFunction, uint8 effIndex)
: BaseHookHandler(owner, hookFunction, effIndex, SPELL_AURA_MANA_SHIELD)
{
}
};
struct TC_GAME_API AuraEffectSplitHookHandler : AuraNameHookHandler<void, AuraEffect*, DamageInfo&, uint32&>
{
//> Base type shorthand.
using BaseHookHandler = AuraNameHookHandler<void, AuraEffect*, DamageInfo&, uint32&>;
//> Type of the required function pointer.
template <typename T>
using HookType = typename BaseHookHandler::template HookType<T>;
//> Type of the hook container list
using HookList = _HookList<AuraEffectSplitHookHandler, uint8>;
template <typename Derived = _SpellScript>
AuraEffectSplitHookHandler(Derived* owner, HookType<Derived> hookFunction, uint8 effIndex)
: BaseHookHandler(owner, hookFunction, effIndex, SPELL_AURA_SPLIT_DAMAGE_PCT)
{
}
};
using AuraCheckProcHookHandler = HookHandler<bool, ProcEventInfo&>;
using AuraEffectCheckProcHookHandler = AuraNameHookHandler<bool, AuraEffect const*, ProcEventInfo&>;
using AuraProcHookHandler = HookHandler<void, ProcEventInfo&>;
using AuraEffectProcHookHandler = AuraNameHookHandler<void, AuraEffect const*, ProcEventInfo&>;
public:
AuraScript()
: _SpellScript(), m_aura(nullptr), m_auraApplication(nullptr), m_defaultActionPrevented(false),
DoCheckAreaTarget(this),
OnDispel(this), AfterDispel(this), OnHeartbeat(this),
OnEffectApply(this), AfterEffectApply(this),
OnEffectRemove(this), AfterEffectRemove(this),
OnEffectPeriodic(this), OnEffectUpdatePeriodic(this),
DoEffectCalcAmount(this), DoEffectCalcPeriodic(this), DoEffectCalcSpellMod(this),
DoEffectCalcDamageAndHealing(this),
OnEffectAbsorb(this), AfterEffectAbsorb(this),
OnEffectManaShield(this), AfterEffectManaShield(this),
OnEffectSplit(this),
DoCheckProc(this), DoCheckEffectProc(this),
DoPrepareProc(this), OnProc(this), AfterProc(this),
OnEffectProc(this), AfterEffectProc(this)
{
}
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.Register(this, &class::function);
// where function is: bool function (Unit* target);
AuraCheckAreaTargetHookHandler::HookList DoCheckAreaTarget;
// executed when aura is dispelled by a unit
// example: OnDispel.Register(this, &class::function);
// where function is: void function (DispelInfo* dispelInfo);
AuraDispelHookHandler::HookList OnDispel;
// executed after aura is dispelled by a unit
// example: AfterDispel.Register(this, &class::function);
// where function is: void function (DispelInfo* dispelInfo);
AuraDispelHookHandler::HookList AfterDispel;
// executed on every heartbeat of a unit
// example: OnHeartbeat.Register(this, class::function);
// where function is: void function();
AuraHeartbeatHookHandler::HookList OnHeartbeat;
// 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.Register(this, &class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
// where function is: void function (AuraEffect const* aurEff, AuraEffectHandleModes mode);
AuraEffectApplyHookHandler::HookList OnEffectApply;
// executed after aura effect is applied with specified mode to target
// example: AfterEffectApply.Register(this, &class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
// where function is: void function (AuraEffect const* aurEff, AuraEffectHandleModes mode);
AuraEffectApplyHookHandler::HookList AfterEffectApply;
// 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.Register(this, &class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
// example: OnEffectRemove.Register(this, &class::function, EffectIndexSpecifier, EffectAuraNameSpecifier, AuraEffectHandleModes);
// where function is: void function (AuraEffect const* aurEff, AuraEffectHandleModes mode);
AuraEffectApplyHookHandler::HookList OnEffectRemove;
// executed when aura effect is removed with specified mode from target
// example: AfterEffectRemove.Register(this, &class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
// where function is: void function (AuraEffect const* aurEff, AuraEffectHandleModes mode);
AuraEffectApplyHookHandler::HookList AfterEffectRemove;
// executed when periodic aura effect ticks on target
// example: OnEffectPeriodic.Register(this, &class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
// where function is: void function (AuraEffect const* aurEff);
AuraEffectPeriodicHookHandler::HookList OnEffectPeriodic;
// executed when periodic aura effect is updated
// example: OnEffectUpdatePeriodic.Register(this, &class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
// where function is: void function (AuraEffect* aurEff);
AuraEffectUpdatePeriodicHookHandler::HookList OnEffectUpdatePeriodic;
// executed when aura effect calculates amount
// example: DoEffectCalcAmount.Register(this, &class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
// where function is: void function (AuraEffect* aurEff, int32& amount, bool& canBeRecalculated);
AuraEffectCalcAmountHookHandler::HookList DoEffectCalcAmount;
// executed when aura effect calculates periodic data
// example: DoEffectCalcPeriodic.Register(this, &class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
// where function is: void function (AuraEffect const* aurEff, bool& isPeriodic, int32& amplitude);
AuraEffectCalcPeriodicHookHandler::HookList DoEffectCalcPeriodic;
// executed when aura effect calculates spellmod
// example: DoEffectCalcSpellMod.Register(this, &class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
// where function is: void function (AuraEffect const* aurEff, SpellModifier*& spellMod);
AuraEffectCalcSpellModHookHandler::HookList DoEffectCalcSpellMod;
// executed when aura effect calculates damage or healing for dots and hots
// example: DoEffectCalcDamageAndHealing.Register(this, &class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
// where function is: void function (AuraEffect const* aurEff, Unit* victim, int32& damageOrHealing, int32& flatMod, float& pctMod);
EffectCalcDamageAndHealingHookHandler::HookList DoEffectCalcDamageAndHealing;
// executed when absorb aura effect is going to reduce damage
// example: OnEffectAbsorb.Register(this, &class::function, EffectIndexSpecifier);
// where function is: void function (AuraEffect const* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount);
AuraEffectAbsorbHookHandler::HookList OnEffectAbsorb;
// executed after absorb aura effect reduced damage to target - absorbAmount is real amount absorbed by aura
// example: AfterEffectAbsorb.Register(this, &class::function, EffectIndexSpecifier);
// where function is: void function (AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount);
AuraEffectAbsorbHookHandler::HookList AfterEffectAbsorb;
// executed when mana shield aura effect is going to reduce damage
// example: OnEffectManaShield.Register(this, &class::function, EffectIndexSpecifier);
// where function is: void function (AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount);
AuraEffectManaShieldHookHandler::HookList OnEffectManaShield;
// executed after mana shield aura effect reduced damage to target - absorbAmount is real amount absorbed by aura
// example: AfterEffectManaShield.Register(this, &class::function, EffectIndexSpecifier);
// where function is: void function (AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount);
AuraEffectManaShieldHookHandler::HookList AfterEffectManaShield;
// executed when the caster of some spell with split dmg aura gets damaged through it
// example: OnEffectSplit.Register(this, &class::function, EffectIndexSpecifier);
// where function is: void function (AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& splitAmount);
AuraEffectSplitHookHandler::HookList OnEffectSplit;
// executed when aura checks if it can proc
// example: DoCheckProc.Register(this, &class::function);
// where function is: bool function (ProcEventInfo& eventInfo);
AuraCheckProcHookHandler::HookList DoCheckProc;
// executed when aura effect checks if it can proc the aura
// example: DoCheckEffectProc.Register(this, &class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
// where function is bool function (AuraEffect const* aurEff, ProcEventInfo& eventInfo);
AuraEffectCheckProcHookHandler::HookList DoCheckEffectProc;
// executed before aura procs (possibility to prevent charge drop/cooldown)
// example: DoPrepareProc.Register(this, &class::function);
// where function is: void function (ProcEventInfo& eventInfo);
AuraProcHookHandler::HookList DoPrepareProc;
// executed when aura procs
// example: OnProc.Register(this, &class::function);
// where function is: void function (ProcEventInfo& eventInfo);
AuraProcHookHandler::HookList OnProc;
// executed after aura proced
// example: AfterProc.Register(this, &class::function);
// where function is: void function (ProcEventInfo& eventInfo);
AuraProcHookHandler::HookList AfterProc;
// executed when aura effect procs
// example: OnEffectProc.Register(this, &class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
// where function is: void function (AuraEffect const* aurEff, ProcEventInfo& procInfo);
AuraEffectProcHookHandler::HookList OnEffectProc;
// executed after aura effect proced
// example: AfterEffectProc.Register(this, &class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
// where function is: void function (AuraEffect const* aurEff, ProcEventInfo& procInfo);
AuraEffectProcHookHandler::HookList AfterEffectProc;
// 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;
// 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 nullptr 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, nullptr otherwise (only for persistent area auras nullptr is returned)
Unit* GetUnitOwner() const;
// returns owner if it's dynobj, nullptr otherwise
DynamicObject* GetDynobjOwner() const;
// removes aura with remove mode (see AuraRemoveFlags enum)
void Remove(AuraRemoveFlags removeMode = AuraRemoveFlags::ByDefault);
// 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(bool resetPeriodicTimer = true);
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, AuraRemoveFlags removeMode = AuraRemoveFlags::ByDefault);
// returns true if last charge dropped
bool DropCharge(AuraRemoveFlags removeMode = AuraRemoveFlags::ByDefault);
// stack amount manipulation
uint8 GetStackAmount() const;
void SetStackAmount(uint8 num);
bool ModStackAmount(int32 num, AuraRemoveFlags removeMode = AuraRemoveFlags::ByDefault);
// 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 nullptr
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 nullptr)
// returns currently processed target of an aura
// Return value does not need to be nullptr-checked, the only situation this will (always)
// return nullptr 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