More hooks for Scripts/Modules (#270)

This commit is contained in:
3ndos 2016-12-07 03:12:01 -05:00 committed by Francesco Borzì
parent 440b7e731f
commit b7ee1a9f12
8 changed files with 255 additions and 14 deletions

View file

@ -642,8 +642,11 @@ void Item::SetState(ItemUpdateState state, Player* forplayer)
if (uState == ITEM_NEW && state == ITEM_REMOVED)
{
// pretend the item never existed
RemoveFromUpdateQueueOf(forplayer);
forplayer->DeleteRefundReference(GetGUIDLow());
if (forplayer)
{
RemoveFromUpdateQueueOf(forplayer);
forplayer->DeleteRefundReference(GetGUIDLow());
}
delete this;
return;
}
@ -652,8 +655,8 @@ void Item::SetState(ItemUpdateState state, Player* forplayer)
// new items must stay in new state until saved
if (uState != ITEM_NEW)
uState = state;
AddToUpdateQueueOf(forplayer);
if (forplayer)
AddToUpdateQueueOf(forplayer);
}
else
{

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@ -15501,6 +15501,8 @@ void Player::RewardQuest(Quest const* quest, uint32 reward, Object* questGiver,
{
Item* item = StoreNewItem(dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
SendNewItem(item, quest->RewardChoiceItemCount[reward], true, false);
sScriptMgr->OnQuestRewardItem(this, item, quest->RewardChoiceItemCount[reward]);
}
else
problematicItems.push_back(std::pair<uint32, uint32>(itemId, quest->RewardChoiceItemCount[reward]));
@ -15518,6 +15520,8 @@ void Player::RewardQuest(Quest const* quest, uint32 reward, Object* questGiver,
{
Item* item = StoreNewItem(dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
SendNewItem(item, quest->RewardItemIdCount[i], true, false);
sScriptMgr->OnQuestRewardItem(this, item, quest->RewardItemIdCount[i]);
}
else
problematicItems.push_back(std::pair<uint32, uint32>(itemId, quest->RewardItemIdCount[i]));
@ -24743,6 +24747,8 @@ void Player::StoreLootItem(uint8 lootSlot, Loot* loot)
// LootItem is being removed (looted) from the container, delete it from the DB.
if (loot->containerId > 0)
sLootItemStorage->RemoveStoredLootItem(loot->containerId, item->itemid, item->count);
sScriptMgr->OnLootItem(this, newitem, item->count, this->GetLootGUID());
}
else
SendEquipError(msg, NULL, NULL, item->itemid);

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@ -680,7 +680,10 @@ uint32 Unit::DealDamage(Unit* attacker, Unit* victim, uint32 damage, CleanDamage
if (attacker && attacker->IsAIEnabled)
attacker->GetAI()->DamageDealt(victim, damage, damagetype);
}
// Hook for OnDamage Event
sScriptMgr->OnDamage(attacker, victim, damage);
if (victim->GetTypeId() == TYPEID_PLAYER && attacker != victim)
{
// Signal to pets that their owner was attacked
@ -1181,7 +1184,10 @@ void Unit::CalculateSpellDamageTaken(SpellNonMeleeDamage* damageInfo, int32 dama
default:
break;
}
// Script Hook For CalculateSpellDamageTaken -- Allow scripts to change the Damage post class mitigation calculations
sScriptMgr->ModifySpellDamageTaken(damageInfo->target, damageInfo->attacker, damage);
// Calculate absorb resist
if (damage > 0)
{
@ -1277,7 +1283,10 @@ void Unit::CalculateMeleeDamage(Unit* victim, uint32 damage, CalcDamageInfo* dam
// Add melee damage bonus
damage = MeleeDamageBonusDone(damageInfo->target, damage, damageInfo->attackType);
damage = damageInfo->target->MeleeDamageBonusTaken(this, damage, damageInfo->attackType);
// Script Hook For CalculateMeleeDamage -- Allow scripts to change the Damage pre class mitigation calculations
sScriptMgr->ModifyMeleeDamage(damageInfo->target, damageInfo->attacker, damage);
// Calculate armor reduction
if (IsDamageReducedByArmor((SpellSchoolMask)(damageInfo->damageSchoolMask)))
{
@ -9943,7 +9952,10 @@ int32 Unit::DealHeal(Unit* healer, Unit* victim, uint32 addhealth)
if (addhealth)
gain = victim->ModifyHealth(int32(addhealth));
// Hook for OnHeal Event
sScriptMgr->OnHeal(healer, victim, (uint32&)gain);
Unit* unit = healer;
if (healer && healer->GetTypeId() == TYPEID_UNIT && healer->ToCreature()->IsTotem())
@ -10209,7 +10221,9 @@ int32 Unit::HealBySpell(Unit* victim, SpellInfo const* spellInfo, uint32 addHeal
uint32 absorb = 0;
// calculate heal absorb and reduce healing
CalcHealAbsorb(victim, spellInfo, addHealth, absorb);
sScriptMgr->ModifyHealRecieved(this, victim, addHealth);
int32 gain = Unit::DealHeal(this, victim, addHealth);
SendHealSpellLog(victim, spellInfo->Id, addHealth, uint32(addHealth - gain), absorb, critical);
return gain;

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@ -23,6 +23,7 @@
#include "ArenaSpectator.h"
#include "Chat.h"
#include "BattlegroundMgr.h"
#include "ScriptMgr.h"
#define MOVEMENT_PACKET_TIME_DELAY 0
@ -392,6 +393,8 @@ void WorldSession::HandleMovementOpcodes(WorldPacket & recvData)
// now client not include swimming flag in case jumping under water
plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetBaseMap()->IsUnderWater(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));
}
if (plrMover)//Hook for OnPlayerMove
sScriptMgr->OnPlayerMove(plrMover, movementInfo, opcode);
// Dont allow to turn on walking if charming other player
if (mover->GetGUID() != _player->GetGUID())
movementInfo.flags &= ~MOVEMENTFLAG_WALKING;

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@ -602,6 +602,8 @@ void ScriptMgr::OnPlayerEnterMap(Map* map, Player* player)
ASSERT(map);
ASSERT(player);
FOREACH_SCRIPT(AllMapScript)->OnPlayerEnterAll(map, player);
FOREACH_SCRIPT(PlayerScript)->OnMapChanged(player);
SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsWorldMap);
@ -621,7 +623,9 @@ void ScriptMgr::OnPlayerLeaveMap(Map* map, Player* player)
{
ASSERT(map);
ASSERT(player);
FOREACH_SCRIPT(AllMapScript)->OnPlayerLeaveAll(map, player);
SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsWorldMap);
itr->second->OnPlayerLeave(map, player);
SCR_MAP_END;
@ -815,6 +819,8 @@ void ScriptMgr::OnCreatureUpdate(Creature* creature, uint32 diff)
{
ASSERT(creature);
FOREACH_SCRIPT(AllCreatureScript)->OnAllCreatureUpdate(creature, diff);
GET_SCRIPT(CreatureScript, creature->GetScriptId(), tmpscript);
tmpscript->OnUpdate(creature, diff);
}
@ -1335,19 +1341,33 @@ void ScriptMgr::OnAfterPlayerMoveItemFromInventory(Player* player, Item* it, uin
void ScriptMgr::OnEquip(Player* player, Item* it, uint8 bag, uint8 slot, bool update)
{
FOREACH_SCRIPT(PlayerScript)->OnEquip(player, it, bag, slot, update);
FOREACH_SCRIPT(PlayerScript)->OnEquip(player, it, bag, slot, update);
}
void ScriptMgr::OnPlayerJoinBG(Player* player, Battleground* bg)
{
FOREACH_SCRIPT(PlayerScript)->OnPlayerJoinBG(player, bg);
FOREACH_SCRIPT(PlayerScript)->OnPlayerJoinBG(player, bg);
}
void ScriptMgr::OnPlayerJoinArena(Player* player, Battleground* bg)
{
FOREACH_SCRIPT(PlayerScript)->OnPlayerJoinArena(player, bg);
FOREACH_SCRIPT(PlayerScript)->OnPlayerJoinArena(player, bg);
}
void ScriptMgr::OnLootItem(Player* player, Item* item, uint32 count, uint64 lootguid)
{
FOREACH_SCRIPT(PlayerScript)->OnLootItem(player, item, count, lootguid);
}
void ScriptMgr::OnCreateItem(Player* player, Item* item, uint32 count)
{
FOREACH_SCRIPT(PlayerScript)->OnCreateItem(player, item, count);
}
void ScriptMgr::OnQuestRewardItem(Player* player, Item* item, uint32 count)
{
FOREACH_SCRIPT(PlayerScript)->OnQuestRewardItem(player, item, count);
}
// Guild
void ScriptMgr::OnGuildAddMember(Guild* guild, Player* player, uint8& plRank)
@ -1455,6 +1475,76 @@ void ScriptMgr::OnBeforeUpdateArenaPoints(ArenaTeam* at, std::map<uint32, uint32
FOREACH_SCRIPT(GlobalScript)->OnBeforeUpdateArenaPoints(at,ap);
}
uint32 ScriptMgr::DealDamage(Unit* AttackerUnit, Unit *pVictim, uint32 damage, DamageEffectType damagetype)
{
FOR_SCRIPTS_RET(UnitScript, itr, end, damage)
damage = itr->second->DealDamage(AttackerUnit, pVictim, damage, damagetype);
return damage;
}
void ScriptMgr::Creature_SelectLevel(const CreatureTemplate *cinfo, Creature* creature)
{
FOREACH_SCRIPT(AllCreatureScript)->Creature_SelectLevel(cinfo, creature);
}
void ScriptMgr::OnHeal(Unit* healer, Unit* reciever, uint32& gain)
{
FOREACH_SCRIPT(UnitScript)->OnHeal(healer, reciever, gain);
}
void ScriptMgr::OnDamage(Unit* attacker, Unit* victim, uint32& damage)
{
FOREACH_SCRIPT(UnitScript)->OnDamage(attacker, victim, damage);
}
void ScriptMgr::ModifyPeriodicDamageAurasTick(Unit* target, Unit* attacker, uint32& damage)
{
FOREACH_SCRIPT(UnitScript)->ModifyPeriodicDamageAurasTick(target, attacker, damage);
}
void ScriptMgr::ModifyMeleeDamage(Unit* target, Unit* attacker, uint32& damage)
{
FOREACH_SCRIPT(UnitScript)->ModifyMeleeDamage(target, attacker, damage);
}
void ScriptMgr::ModifySpellDamageTaken(Unit* target, Unit* attacker, int32& damage)
{
FOREACH_SCRIPT(UnitScript)->ModifySpellDamageTaken(target, attacker, damage);
}
void ScriptMgr::ModifyHealRecieved(Unit* target, Unit* attacker, uint32& damage)
{
FOREACH_SCRIPT(UnitScript)->ModifyHealRecieved(target, attacker, damage);
}
void ScriptMgr::OnPlayerMove(Player* player, MovementInfo movementInfo, uint32 opcode)
{
FOREACH_SCRIPT(MovementHandlerScript)->OnPlayerMove(player, movementInfo, opcode);
}
AllMapScript::AllMapScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<AllMapScript>::AddScript(this);
}
AllCreatureScript::AllCreatureScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<AllCreatureScript>::AddScript(this);
}
UnitScript::UnitScript(const char* name, bool addToScripts)
: ScriptObject(name)
{
if (addToScripts)
ScriptRegistry<UnitScript>::AddScript(this);
}
MovementHandlerScript::MovementHandlerScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<MovementHandlerScript>::AddScript(this);
}
SpellScriptLoader::SpellScriptLoader(const char* name)
: ScriptObject(name)
{
@ -1636,6 +1726,10 @@ template class ScriptRegistry<PlayerScript>;
template class ScriptRegistry<GuildScript>;
template class ScriptRegistry<GroupScript>;
template class ScriptRegistry<GlobalScript>;
template class ScriptRegistry<UnitScript>;
template class ScriptRegistry<AllCreatureScript>;
template class ScriptRegistry<AllMapScript>;
template class ScriptRegistry<MovementHandlerScript>;
// Undefine utility macros.
#undef GET_SCRIPT_RET

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@ -417,6 +417,77 @@ class ItemScript : public ScriptObject
virtual void OnGossipSelectCode(Player* /*player*/, Item* /*item*/, uint32 /*sender*/, uint32 /*action*/, const char* /*code*/) { }
};
class UnitScript : public ScriptObject
{
protected:
UnitScript(const char* name, bool addToScripts = true);
public:
// Called when a unit deals healing to another unit
virtual void OnHeal(Unit* /*healer*/, Unit* /*reciever*/, uint32& /*gain*/) { }
// Called when a unit deals damage to another unit
virtual void OnDamage(Unit* /*attacker*/, Unit* /*victim*/, uint32& /*damage*/) { }
// Called when DoT's Tick Damage is being Dealt
virtual void ModifyPeriodicDamageAurasTick(Unit* /*target*/, Unit* /*attacker*/, uint32& /*damage*/) { }
// Called when Melee Damage is being Dealt
virtual void ModifyMeleeDamage(Unit* /*target*/, Unit* /*attacker*/, uint32& /*damage*/) { }
// Called when Spell Damage is being Dealt
virtual void ModifySpellDamageTaken(Unit* /*target*/, Unit* /*attacker*/, int32& /*damage*/) { }
// Called when Heal is Recieved
virtual void ModifyHealRecieved(Unit* /*target*/, Unit* /*attacker*/, uint32& /*damage*/) { }
//Called when Damage is Dealt
virtual uint32 DealDamage(Unit* AttackerUnit, Unit *pVictim, uint32 damage, DamageEffectType damagetype) { return damage; }
};
class MovementHandlerScript : public ScriptObject
{
protected:
MovementHandlerScript(const char* name);
public:
//Called whenever a player moves
virtual void OnPlayerMove(Player* /*player*/, MovementInfo /*movementInfo*/, uint32 /*opcode*/) { }
};
class AllMapScript : public ScriptObject
{
protected:
AllMapScript(const char* name);
public:
// Called when a player enters any Map
virtual void OnPlayerEnterAll(Map* /*map*/, Player* /*player*/) { }
// Called when a player leave any Map
virtual void OnPlayerLeaveAll(Map* /*map*/, Player* /*player*/) { }
};
class AllCreatureScript : public ScriptObject
{
protected:
AllCreatureScript(const char* name);
public:
// Called from End of Creature Update.
virtual void OnAllCreatureUpdate(Creature* /*creature*/, uint32 /*diff*/) { }
// Called from End of Creature SelectLevel.
virtual void Creature_SelectLevel(const CreatureTemplate* /*cinfo*/, Creature* /*creature*/) { }
};
class CreatureScript : public ScriptObject, public UpdatableScript<Creature>
{
protected:
@ -801,6 +872,16 @@ class PlayerScript : public ScriptObject
// After player enters queue for Arena
virtual void OnPlayerJoinArena(Player* player, Battleground* bg) { }
//After looting item
virtual void OnLootItem(Player* player, Item* item, uint32 count, uint64 lootguid) { }
//After creating item (eg profession item creation)
virtual void OnCreateItem(Player* player, Item* item, uint32 count) { }
//After receiving item as a quest reward
virtual void OnQuestRewardItem(Player* player, Item* item, uint32 count) { }
};
class GuildScript : public ScriptObject
@ -1105,6 +1186,9 @@ class ScriptMgr
void OnEquip(Player* player, Item* it, uint8 bag, uint8 slot, bool update);
void OnPlayerJoinBG(Player* player, Battleground* bg);
void OnPlayerJoinArena(Player* player, Battleground* bg);
void OnLootItem(Player* player, Item* item, uint32 count, uint64 lootguid);
void OnCreateItem(Player* player, Item* item, uint32 count);
void OnQuestRewardItem(Player* player, Item* item, uint32 count);
public: /* GuildScript */
@ -1141,6 +1225,30 @@ class ScriptMgr
uint32 DecreaseScheduledScriptCount(size_t count) { return _scheduledScripts -= count; }
bool IsScriptScheduled() const { return _scheduledScripts > 0; }
public: /* UnitScript */
void OnHeal(Unit* healer, Unit* reciever, uint32& gain);
void OnDamage(Unit* attacker, Unit* victim, uint32& damage);
void ModifyPeriodicDamageAurasTick(Unit* target, Unit* attacker, uint32& damage);
void ModifyMeleeDamage(Unit* target, Unit* attacker, uint32& damage);
void ModifySpellDamageTaken(Unit* target, Unit* attacker, int32& damage);
void ModifyHealRecieved(Unit* target, Unit* attacker, uint32& addHealth);
uint32 DealDamage(Unit* AttackerUnit, Unit *pVictim, uint32 damage, DamageEffectType damagetype);
public: /* MovementHandlerScript */
void OnPlayerMove(Player* player, MovementInfo movementInfo, uint32 opcode);
public: /* AllCreatureScript */
void OnAllCreatureUpdate(Creature* creature, uint32 diff);
void Creature_SelectLevel(const CreatureTemplate *cinfo, Creature* creature);
public: /* AllMapScript */
void OnPlayerEnterMapAll(Map* map, Player* player);
void OnPlayerLeaveMapAll(Map* map, Player* player);
private:
uint32 _scriptCount;

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@ -6070,7 +6070,10 @@ void AuraEffect::HandlePeriodicDamageAurasTick(Unit* target, Unit* caster) const
// ignore non positive values (can be result apply spellmods to aura damage
uint32 damage = std::max(GetAmount(), 0);
// Script Hook For HandlePeriodicDamageAurasTick -- Allow scripts to change the Damage pre class mitigation calculations
sScriptMgr->ModifyPeriodicDamageAurasTick(target, caster, damage);
if (GetAuraType() == SPELL_AURA_PERIODIC_DAMAGE)
{
// xinef: leave only target depending bonuses, rest is handled in calculate amount
@ -6183,6 +6186,10 @@ void AuraEffect::HandlePeriodicHealthLeechAuraTick(Unit* target, Unit* caster) c
CleanDamage cleanDamage = CleanDamage(0, 0, BASE_ATTACK, MELEE_HIT_NORMAL);
uint32 damage = std::max(GetAmount(), 0);
// Script Hook For HandlePeriodicHealthLeechAurasTick -- Allow scripts to change the Damage pre class mitigation calculations
sScriptMgr->ModifyPeriodicDamageAurasTick(target, caster, damage);
if (GetBase()->GetType() == DYNOBJ_AURA_TYPE)
damage = caster->SpellDamageBonusDone(target, GetSpellInfo(), damage, DOT, 0.0f, GetBase()->GetStackAmount());
damage = target->SpellDamageBonusTaken(caster, GetSpellInfo(), damage, DOT, GetBase()->GetStackAmount());
@ -6370,6 +6377,10 @@ void AuraEffect::HandlePeriodicHealAurasTick(Unit* target, Unit* caster) const
uint32 absorb = 0;
uint32 heal = uint32(damage);
// Script Hook For HandlePeriodicDamageAurasTick -- Allow scripts to change the Damage pre class mitigation calculations
sScriptMgr->ModifyPeriodicDamageAurasTick(target, caster, heal);
Unit::CalcHealAbsorb(target, GetSpellInfo(), heal, absorb);
int32 gain = Unit::DealHeal(caster, target, heal);

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@ -1727,6 +1727,8 @@ void Spell::DoCreateItem(uint8 /*effIndex*/, uint32 itemId)
// send info to the client
player->SendNewItem(pItem, addNumber, true, SelfCast);
sScriptMgr->OnCreateItem(player, pItem, addNumber);
// we succeeded in creating at least one item, so a levelup is possible
if (SelfCast)