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TrinityCore/src/server/scripts/Examples/example_spell.cpp
Vincent_Michael cc65aba789 Update copyright note for 2013.
Happy new year.
2013-01-01 00:41:01 +01:00

492 lines
22 KiB
C++

/*
* Copyright (C) 2008-2013 TrinityCore <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, see <http://www.gnu.org/licenses/>.
*/
/*
* An example of a spell script file
* to bind a script to spell you have to add entry for it in `spell_script_names`
* where `spell_id` is id of the spell to bind
* and `ScriptName` is the name of a script assigned on registration
*/
#include "ScriptMgr.h"
#include "SpellAuras.h"
#include "SpellAuraEffects.h"
#include "SpellScript.h"
#include "Player.h"
enum Spells
{
SPELL_TRIGGERED = 18282
};
class spell_ex_5581 : public SpellScriptLoader
{
public:
spell_ex_5581() : SpellScriptLoader("spell_ex_5581") { }
class spell_ex_5581SpellScript : public SpellScript
{
// initialize script, this macro does compile time check for type of the function - prevents possible issues
// if you have assigned wrong type of function to a hook you'll receive type conversion error during build
// this line is required, otherwise you'll get XXXHandlerFunction - identifier not found errors
PrepareSpellScript(spell_ex_5581SpellScript);
std::string localVariable;
char* localVariable2;
// function called on server startup
// checks if script has data required for it to work
bool Validate(SpellInfo const* /*spellEntry*/)
{
// check if spellid 70522 exists in dbc, we will trigger it later
if (!sSpellMgr->GetSpellInfo(SPELL_TRIGGERED))
return false;
return true;
}
// function called just after script is added to spell
// we initialize local variables if needed
bool Load()
{
localVariable = "we're using local variable";
localVariable2 = new char();
return true;
// return false - script will be immediately removed from the spell
// for example - we don't want this script to be executed on a creature
// if (GetCaster()->GetTypeID() != TYPEID_PLAYER)
// return false;
}
// function called just before script delete
// we free allocated memory
void Unload()
{
delete localVariable2;
}
void HandleBeforeCast()
{
// this hook is executed before anything about casting the spell is done
// after this hook is executed all the machinery starts
sLog->outInfo(LOG_FILTER_GENERAL, "Caster just finished preparing the spell (cast bar has expired)");
}
void HandleOnCast()
{
// cast is validated and spell targets are selected at this moment
// this is a last place when the spell can be safely interrupted
sLog->outInfo(LOG_FILTER_GENERAL, "Spell is about to do take reagents, power, launch missile, do visuals and instant spell effects");
}
void HandleAfterCast()
{
sLog->outInfo(LOG_FILTER_GENERAL, "All immediate Actions for the spell are finished now");
// this is a safe for triggering additional effects for a spell without interfering
// with visuals or with other effects of the spell
//GetCaster()->CastSpell(target, SPELL_TRIGGERED, true);
}
SpellCastResult CheckRequirement()
{
// in this hook you can add additional requirements for spell caster (and throw a client error if reqs're not passed)
// in this case we're disallowing to select non-player as a target of the spell
//if (!GetExplTargetUnit() || GetExplTargetUnit()->ToPlayer())
//return SPELL_FAILED_BAD_TARGETS;
return SPELL_CAST_OK;
}
void HandleDummyLaunch(SpellEffIndex /*effIndex*/)
{
sLog->outInfo(LOG_FILTER_GENERAL, "Spell %u with SPELL_EFFECT_DUMMY is just launched!", GetSpellInfo()->Id);
}
void HandleDummyLaunchTarget(SpellEffIndex /*effIndex*/)
{
uint64 targetGUID = 0;
if (Unit* unitTarget = GetHitUnit())
targetGUID = unitTarget->GetGUID();
// we're handling SPELL_EFFECT_DUMMY in effIndex 0 here
sLog->outInfo(LOG_FILTER_GENERAL, "Spell %u with SPELL_EFFECT_DUMMY is just launched at it's target: " UI64FMTD "!", GetSpellInfo()->Id, targetGUID);
}
void HandleDummyHit(SpellEffIndex /*effIndex*/)
{
sLog->outInfo(LOG_FILTER_GENERAL, "Spell %u with SPELL_EFFECT_DUMMY has hit!", GetSpellInfo()->Id);
}
void HandleDummyHitTarget(SpellEffIndex /*effIndex*/)
{
sLog->outInfo(LOG_FILTER_GENERAL, "SPELL_EFFECT_DUMMY is hits it's target!");
// make caster cast a spell on a unit target of effect
if (Unit* target = GetHitUnit())
GetCaster()->CastSpell(target, SPELL_TRIGGERED, true);
}
void HandleBeforeHit()
{
sLog->outInfo(LOG_FILTER_GENERAL, "Spell is about to hit target!");
}
void HandleOnHit()
{
sLog->outInfo(LOG_FILTER_GENERAL, "Spell just hit target!");
}
void HandleAfterHit()
{
sLog->outInfo(LOG_FILTER_GENERAL, "Spell just finished hitting target!");
}
void FilterTargets(std::list<Unit*>& /*targetList*/)
{
// usually you want this call for Area Target spells
sLog->outInfo(LOG_FILTER_GENERAL, "Spell is about to add targets from targetList to final targets!");
}
// register functions used in spell script - names of these functions do not matter
void Register()
{
// we're registering our functions here
BeforeCast += SpellCastFn(spell_ex_5581SpellScript::HandleBeforeCast);
OnCast += SpellCastFn(spell_ex_5581SpellScript::HandleOnCast);
AfterCast += SpellCastFn(spell_ex_5581SpellScript::HandleAfterCast);
OnCheckCast += SpellCheckCastFn(spell_ex_5581SpellScript::CheckRequirement);
// function HandleDummy will be called when spell is launched, independant from targets selected for spell, just before default effect 0 launch handler
OnEffectLaunch += SpellEffectFn(spell_ex_5581SpellScript::HandleDummyLaunch, EFFECT_0, SPELL_EFFECT_DUMMY);
// function HandleDummy will be called when spell is launched at target, just before default effect 0 launch at target handler
OnEffectLaunchTarget += SpellEffectFn(spell_ex_5581SpellScript::HandleDummyLaunchTarget, EFFECT_0, SPELL_EFFECT_DUMMY);
// function HandleDummy will be called when spell hits it's destination, independant from targets selected for spell, just before default effect 0 hit handler
OnEffectHit += SpellEffectFn(spell_ex_5581SpellScript::HandleDummyHit, EFFECT_0, SPELL_EFFECT_DUMMY);
// function HandleDummy will be called when unit is hit by spell, just before default effect 0 hit target handler
OnEffectHitTarget += SpellEffectFn(spell_ex_5581SpellScript::HandleDummyHitTarget, EFFECT_0, SPELL_EFFECT_DUMMY);
// this will prompt an error on startup because effect 0 of spell 49375 is set to SPELL_EFFECT_DUMMY, not SPELL_EFFECT_APPLY_AURA
//OnEffectHitTarget += SpellEffectFn(spell_gen_49375SpellScript::HandleDummy, EFFECT_0, SPELL_EFFECT_APPLY_AURA);
// this will make HandleDummy function to be called on first != 0 effect of spell 49375
//OnEffectHitTarget += SpellEffectFn(spell_gen_49375SpellScript::HandleDummy, EFFECT_FIRST_FOUND, SPELL_EFFECT_ANY);
// this will make HandleDummy function to be called on all != 0 effect of spell 49375
//OnEffectHitTarget += SpellEffectFn(spell_gen_49375SpellScript::HandleDummy, EFFECT_ALL, SPELL_EFFECT_ANY);
// bind handler to BeforeHit event of the spell
BeforeHit += SpellHitFn(spell_ex_5581SpellScript::HandleBeforeHit);
// bind handler to OnHit event of the spell
OnHit += SpellHitFn(spell_ex_5581SpellScript::HandleOnHit);
// bind handler to AfterHit event of the spell
AfterHit += SpellHitFn(spell_ex_5581SpellScript::HandleAfterHit);
// bind handler to OnUnitTargetSelect event of the spell
//OnUnitTargetSelect += SpellUnitTargetFn(spell_ex_5581SpellScript::FilterTargets, EFFECT_0, TARGET_UNIT_CASTER);
}
};
// function which creates SpellScript
SpellScript* GetSpellScript() const
{
return new spell_ex_5581SpellScript();
}
};
class spell_ex_66244 : public SpellScriptLoader
{
public:
spell_ex_66244() : SpellScriptLoader("spell_ex_66244") { }
class spell_ex_66244AuraScript : public AuraScript
{
PrepareAuraScript(spell_ex_66244AuraScript);
// function called on server startup
// checks if script has data required for it to work
bool Validate(SpellInfo const* /*spellEntry*/)
{
// check if spellid exists in dbc, we will trigger it later
if (!sSpellMgr->GetSpellInfo(SPELL_TRIGGERED))
return false;
return true;
}
// function called in aura constructor
// we initialize local variables if needed
bool Load()
{
// do not load script if aura is casted by player or caster not avalible
if (Unit* caster = GetCaster())
if (caster->GetTypeId() == TYPEID_PLAYER)
return true;
return false;
}
void HandleOnEffectApply(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
{
sLog->outInfo(LOG_FILTER_GENERAL, "Aura Effect is about to be applied on target!");
// this hook allows you to prevent execution of AuraEffect handler, or to replace it with your own handler
//PreventDefaultAction();
}
void HandleOnEffectRemove(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
{
sLog->outInfo(LOG_FILTER_GENERAL, "Aura Effect is about to be removed from target!");
// this hook allows you to prevent execution of AuraEffect handler, or to replace it with your own handler
//PreventDefaultAction();
}
void HandleAfterEffectApply(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
{
sLog->outInfo(LOG_FILTER_GENERAL, "Aura Effect has just been applied on target!");
Unit* target = GetTarget();
// cast spell on target on aura apply
target->CastSpell(target, SPELL_TRIGGERED, true);
}
void HandleAfterEffectRemove(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
{
sLog->outInfo(LOG_FILTER_GENERAL, "Aura Effect has just been just removed from target!");
Unit* target = GetTarget();
Unit* caster = GetCaster();
// caster may be not avalible (logged out for example)
if (!caster)
return;
// cast spell on caster on aura remove
target->CastSpell(caster, SPELL_TRIGGERED, true);
}
void HandleEffectPeriodic(AuraEffect const* /*aurEff*/)
{
sLog->outInfo(LOG_FILTER_GENERAL, "Perioidic Aura Effect is does a tick on target!");
Unit* target = GetTarget();
// aura targets damage self on tick
target->DealDamage(target, 100);
}
void HandleEffectPeriodicUpdate(AuraEffect* aurEff)
{
sLog->outInfo(LOG_FILTER_GENERAL, "Perioidic Aura Effect is now updated!");
// we're doubling aura amount every tick
aurEff->ChangeAmount(aurEff->GetAmount() * 2);
}
void HandleEffectCalcAmount(AuraEffect const* /*aurEff*/, int32& amount, bool& canBeRecalculated)
{
sLog->outInfo(LOG_FILTER_GENERAL, "Amount of Aura Effect is being calculated now!");
// we're setting amount to 100
amount = 100;
// amount will be never recalculated due to applying passive aura
canBeRecalculated = false;
}
void HandleEffectCalcPeriodic(AuraEffect const* /*aurEff*/, bool& isPeriodic, int32& amplitude)
{
sLog->outInfo(LOG_FILTER_GENERAL, "Periodic data of Aura Effect is being calculated now!");
// we're setting aura to be periodic and tick every 10 seconds
isPeriodic = true;
amplitude = 2 * IN_MILLISECONDS;
}
void HandleEffectCalcSpellMod(AuraEffect const* /*aurEff*/, SpellModifier*& spellMod)
{
sLog->outInfo(LOG_FILTER_GENERAL, "SpellMod data of Aura Effect is being calculated now!");
// we don't want spellmod for example
if (spellMod)
{
delete spellMod;
spellMod = NULL;
}
/*
// alternative: we want spellmod for spell which doesn't have it
if (!spellMod)
{
spellMod = new SpellModifier(GetAura());
spellMod->op = SPELLMOD_DOT;
spellMod->type = SPELLMOD_PCT;
spellMod->spellId = GetId();
spellMod->mask[1] = 0x00002000;
}
*/
}
// function registering
void Register()
{
OnEffectApply += AuraEffectApplyFn(spell_ex_66244AuraScript::HandleOnEffectApply, EFFECT_0, SPELL_AURA_DUMMY, AURA_EFFECT_HANDLE_REAL);
OnEffectRemove += AuraEffectRemoveFn(spell_ex_66244AuraScript::HandleOnEffectRemove, EFFECT_0, SPELL_AURA_DUMMY, AURA_EFFECT_HANDLE_REAL);
// AURA_EFFECT_HANDLE_REAL_OR_REAPPLY_MASK - makes handler to be called when aura is reapplied on target
AfterEffectApply += AuraEffectApplyFn(spell_ex_66244AuraScript::HandleAfterEffectApply, EFFECT_0, SPELL_AURA_DUMMY, AURA_EFFECT_HANDLE_REAL_OR_REAPPLY_MASK);
AfterEffectRemove += AuraEffectRemoveFn(spell_ex_66244AuraScript::HandleAfterEffectRemove, EFFECT_0, SPELL_AURA_DUMMY, AURA_EFFECT_HANDLE_REAL);
OnEffectPeriodic += AuraEffectPeriodicFn(spell_ex_66244AuraScript::HandleEffectPeriodic, EFFECT_0, SPELL_AURA_DUMMY);
OnEffectUpdatePeriodic += AuraEffectUpdatePeriodicFn(spell_ex_66244AuraScript::HandleEffectPeriodicUpdate, EFFECT_0, SPELL_AURA_DUMMY);
DoEffectCalcAmount += AuraEffectCalcAmountFn(spell_ex_66244AuraScript::HandleEffectCalcAmount, EFFECT_0, SPELL_AURA_DUMMY);
DoEffectCalcPeriodic += AuraEffectCalcPeriodicFn(spell_ex_66244AuraScript::HandleEffectCalcPeriodic, EFFECT_0, SPELL_AURA_DUMMY);
DoEffectCalcSpellMod += AuraEffectCalcSpellModFn(spell_ex_66244AuraScript::HandleEffectCalcSpellMod, EFFECT_0, SPELL_AURA_DUMMY);
/*OnApply += AuraEffectApplyFn();
OnRemove += AuraEffectRemoveFn();
DoCheckAreaTarget += AuraCheckAreaTargetFn();*/
}
/*
void OnApply()
{
}
void OnRemove()
{
}
bool DoCheckAreaTarget(Unit* proposedTarget)
{
}*/
};
// function which creates AuraScript
AuraScript* GetAuraScript() const
{
return new spell_ex_66244AuraScript();
}
};
// example usage of OnEffectManaShield and AfterEffectManaShield hooks
// see spell_ex_absorb_aura, these hooks work the same as OnEffectAbsorb and AfterEffectAbsorb
// example usage of OnEffectAbsorb and AfterEffectAbsorb hooks
class spell_ex_absorb_aura : public SpellScriptLoader
{
public:
spell_ex_absorb_aura() : SpellScriptLoader("spell_ex_absorb_aura") { }
class spell_ex_absorb_auraAuraScript : public AuraScript
{
PrepareAuraScript(spell_ex_absorb_auraAuraScript);
void HandleOnEffectAbsorb(AuraEffect* /*aurEff*/, DamageInfo & dmgInfo, uint32 & absorbAmount)
{
sLog->outInfo(LOG_FILTER_GENERAL, "Our aura is now absorbing damage done to us!");
// absorb whole damage done to us
absorbAmount = dmgInfo.GetDamage();
}
void HandleAfterEffectAbsorb(AuraEffect* /*aurEff*/, DamageInfo & /*dmgInfo*/, uint32 & absorbAmount)
{
sLog->outInfo(LOG_FILTER_GENERAL, "Our aura has absorbed %u damage!", absorbAmount);
}
// function registering
void Register()
{
OnEffectAbsorb += AuraEffectAbsorbFn(spell_ex_absorb_auraAuraScript::HandleOnEffectAbsorb, EFFECT_0);
AfterEffectAbsorb += AuraEffectAbsorbFn(spell_ex_absorb_auraAuraScript::HandleAfterEffectAbsorb, EFFECT_0);
}
};
// function which creates AuraScript
AuraScript* GetAuraScript() const
{
return new spell_ex_absorb_auraAuraScript();
}
};
class spell_ex_463 : public SpellScriptLoader
{
public:
spell_ex_463() : SpellScriptLoader("spell_ex_463") { }
class spell_ex_463AuraScript : public AuraScript
{
PrepareAuraScript(spell_ex_463AuraScript);
bool CheckAreaTarget(Unit* target)
{
sLog->outInfo(LOG_FILTER_GENERAL, "Area aura checks if unit is a valid target for it!");
// in our script we allow only players to be affected
return target->GetTypeId() == TYPEID_PLAYER;
}
void Register()
{
DoCheckAreaTarget += AuraCheckAreaTargetFn(spell_ex_463AuraScript::CheckAreaTarget);
}
};
// function which creates AuraScript
AuraScript* GetAuraScript() const
{
return new spell_ex_463AuraScript();
}
};
// this function has to be added to function set in ScriptLoader.cpp
void AddSC_example_spell_scripts()
{
new spell_ex_5581;
new spell_ex_66244;
new spell_ex_absorb_aura;
new spell_ex_463;
}
/* empty script for copypasting
class spell_ex : public SpellScriptLoader
{
public:
spell_ex() : SpellScriptLoader("spell_ex") { }
class spell_ex_SpellScript : public SpellScript
{
PrepareSpellScript(spell_ex_SpellScript);
//bool Validate(SpellInfo const* spellEntry){return true;}
//bool Load(){return true;}
//void Unload(){}
//void Function(SpellEffIndex effIndex) //OnEffect += SpellEffectFn(spell_ex_SpellScript::Function, EFFECT_ANY, SPELL_EFFECT_ANY);
//void Function() //OnHit += SpellEffectFn(spell_ex_SpellScript::Function);
void Register()
{
}
};
SpellScript* GetSpellScript() const
{
return new spell_ex_SpellScript();
}
};
*/
/* empty script for copypasting
class spell_ex : public SpellScriptLoader
{
public:
spell_ex() : SpellScriptLoader("spell_ex") { }
class spell_ex_AuraScript : public AuraScript
{
PrepareAuraScript(spell_ex)
//bool Validate(SpellInfo const* spellEntry){return true;}
//bool Load(){return true;}
//void Unload(){}
//void spell_ex_SpellScript::Function(AuraEffect const* aurEff, AuraEffectHandleModes mode) //OnEffectApply += AuraEffectApplyFn(spell_ex_SpellScript::Function, EFFECT_ANY, SPELL_AURA_ANY, AURA_EFFECT_HANDLE_REAL);
//void spell_ex_SpellScript::Function(AuraEffect const* aurEff, AuraEffectHandleModes mode) //OnEffectRemove += AuraEffectRemoveFn(spell_ex_SpellScript::Function, EFFECT_ANY, SPELL_AURA_ANY, AURA_EFFECT_HANDLE_REAL);
//void spell_ex_SpellScript::Function(AuraEffect const* aurEff) //OnEffectPeriodic += AuraEffectPeriodicFn(spell_ex_SpellScript::Function, EFFECT_ANY, SPELL_AURA_ANY);
//void spell_ex_SpellScript::Function(AuraEffect* aurEff) //OnEffectUpdatePeriodic += AuraEffectUpdatePeriodicFn(spell_ex_SpellScript::Function, EFFECT_ANY, SPELL_AURA_ANY);
//void spell_ex_SpellScript::Function(AuraEffect const* aurEff, int32& amount, bool& canBeRecalculated) //DoEffectCalcAmount += AuraEffectCalcAmountFn(spell_ex_SpellScript::Function, EFFECT_ANY, SPELL_AURA_ANY);
//void spell_ex_SpellScript::Function(AuraEffect const* aurEff, bool& isPeriodic, int32& amplitude) //OnEffectCalcPeriodic += AuraEffectCalcPeriodicFn(spell_ex_SpellScript::Function, EFFECT_ANY, SPELL_AURA_ANY);
//void spell_ex_SpellScript::Function(AuraEffect const* aurEff, SpellModifier*& spellMod) //OnEffectCalcSpellMod += AuraEffectCalcSpellModFn(spell_ex_SpellScript::Function, EFFECT_ANY, SPELL_AURA_ANY);
void Register()
{
}
};
AuraScript* GetAuraScript() const
{
return new spell_ex_AuraScript();
}
};
*/