When dealing with Creature-, GameObject- and Spell scripts we should always use the new registry macros introduced in this commit.
struct npc_scripted_creature : public CreatureAI
{
public:
npc_scripted_creature(Creature* creature) : CreatureAI(creature) { }
void EnterCombat(Unit* /*who*/) override
{
/* Some code */
}
}
/* At the end of a script file you will find a place where we register all
* the scripts. */
void AddSC_scripts()
{
/* RegisterCreatureAI(creatureScript); */
RegisterCreatureAI(npc_scripted_creature);
}
If a creature is scripted inside an instance we register them as factory.
To do this, in the headerfile of the instance we add this define:
#define Register"IntanceName"CreatureAI(ai_name) RegisterCreatureAIWithFactory(ai_name, Get"InstanceName"AI)
/* Example from icecrown_citadel.h */
#define RegisterIcecrownCitadelCreatureAI(ai_name) RegisterCreatureAIWithFactory(ai_name, GetIcecrownCitadelAI)
And within the script file it would be registered like this:
/* Example from boss_lord_marrowgar.cpp */
struct boss_lord_marrowgar : public BossAI
{
public:
boss_lord_marrowgar(Creature* creature) : BossAI(creature, DATA_LORD_MARROWGAR) { }
void EnterCombat(Unit* /*who*/) override
{
/* Some code */
}
}
void AddSC_boss_lord_marrowgar()
{
/* RegisterIcecrownCitadelCreatureAI(creatureScript); */
RegisterIcecrownCitadelCreatureAI(boss_lord_marrowgar);
}
Name |
---|
CreatureAI |
BossAI |
GuardianAI |
PetAI |
NullCreatureAI |
struct go_scripted_gameobject : public GameObjectAI
{
go_scripted_gameobject(GameObject* go) : GameObjectAI(go) { }
void UpdateAI(uint32 const /*diff*/) override
{
/* Some code */
}
}
/* At the end of a script file you will find a place where we register all
* the scripts. */
void AddSC_scripts()
{
/* RegisterGameObjectAI(gameObjectScript); */
RegisterGameObjectAI(go_scripted_gameobject);
}
If a gameobject is scripted inside an instance we register them as factory.
To do this, in the headerfile of the instance we add this define:
#define Register"IntanceName"GameObjectAI(ai_name) RegisterGameObjectAIWithFactory(ai_name, Get"InstanceName"AI)
Spells used within the SpellScript should always be validated at the top of the script.
This will prevent potential crashes if we try to use a spell that doesn't exist in a script.
class spell_pri_power_word_shield_aura : public AuraScript
{
PrepareAuraScript(spell_pri_power_word_shield_aura);
bool Validate(SpellInfo const* /*spellInfo*/) override
{
return ValidateSpellInfo({ SPELL_1, SPELL_2 });
}
}
For stand alone SpellScripts and AuraScripts that do not require any args, and just work once you have assigned them in the databases are handled like below:
class spell_pri_shadow_word_death : public SpellScript
{
public:
PrepareSpellScript(spell_pri_shadow_word_death);
void HandleDamage()
{
/* Some code */
}
void Register() override
{
OnHit += SpellHitFn(spell_pri_shadow_word_death::HandleDamage);
}
}
void AddSC_priest_spell_scripts()
{
/* RegisterSpellScript(spell/auraScript); */
RegisterSpellScript(spell_pri_shadow_word_death);
}
For SpellScripts and AuraScripts that pair together, we script them by themselves and link them at the registry.
When two scripts are going to be linked, they will always share the same name. Therefore we always suffix the AuraScript with _aura in these cases.
class spell_pri_power_word_shield_aura : public AuraScript
{
PrepareAuraScript(spell_pri_power_word_shield_aura);
bool Validate(SpellInfo const* /*spellInfo*/) override
{
return ValidateSpellInfo({ SPELL_1 });
}
void CalculateAmount(AuraEffect const* aurEff, int32& amount, bool& canBeRecalculated)
{
/* Some code */
}
void Register() override
{
DoEffectCalcAmount += AuraEffectCalcAmountFn(spell_pri_power_word_shield_aura::CalculateAmount, EFFECT_0, SPELL_AURA_SCHOOL_ABSORB);
}
}
class spell_pri_power_word_shield : public SpellScript
{
PrepareSpellScript(spell_pri_power_word_shield);
SpellCastResult CheckCast()
{
/* Some code */
}
void Register() override
{
OnCheckCast += SpellCheckCastFn(spell_pri_power_word_shield::CheckCast);
}
}
void AddSC_priest_spell_scripts()
{
/* We link the two scripts together with RegisterSpellAndAuraScriptPair.
* RegisterSpellAndAuraScriptPair(spellScript, auraScript) */
RegisterSpellAndAuraScriptPair(spell_pri_power_word_shield, spell_pri_power_word_shield_aura);
}
Sometimes we make more generic SpellScripts that we later assign and pass other args to in the registry.
class spell_item_defibrillate : public SpellScript
{
PrepareSpellScript(spell_item_defibrillate);
public:
spell_item_defibrillate(uint8 chance, uint32 failSpell = 0) : SpellScript(), _chance(chance), _failSpell(failSpell) { }
void HandleScript(SpellEffIndex effIndex)
{
/* Some code */
}
void Register() override
{
OnEffectHitTarget += SpellEffectFn(spell_item_defibrillate::HandleScript, EFFECT_0, SPELL_EFFECT_RESURRECT);
}
}
void AddSC_item_spell_scripts()
{
/* RegisterSpellScriptWithArgs(spellScript, scriptName, args...); */
RegisterSpellScriptWithArgs(spell_item_defibrillate, "spell_item_goblin_jumper_cables", 67, SPELL_GOBLIN_JUMPER_CABLES_FAIL);
RegisterSpellScriptWithArgs(spell_item_defibrillate, "spell_item_goblin_jumper_cables_xl", 50, SPELL_GOBLIN_JUMPER_CABLES_XL_FAIL);
RegisterSpellScriptWithArgs(spell_item_defibrillate, "spell_item_gnomish_army_knife", 33);
}
All scripts are assigned in the world database.
CreatureScripts can be assigned in two tables.
Table | Column |
---|---|
creature_template | ScriptName |
creature | ScriptName |
In creature_template we assign the Script to the creature entry, meaning all spawned creatures with that entry will use the script.
In creature we assign the Script to the creature GUID, meaning that specific spawn will use the script.
The ScriptName is the same as the assigned script name in the core. F.ex boss_lord_marrowgar.
SpellScripts are assigned in one table.
Table | Column1 | Column2 |
---|---|---|
spell_script_names | spell_id | ScriptName |
The spell_id is the id of the spell you want to assign a script to. One Spell id can assign multiple Scripts.
The ScriptName is depending on what type of registry you used. One ScriptName can be assigned to multiple spells.
Registry | ScriptName |
---|---|
RegisterSpellScript(spellScript) | spellScript |
RegisterSpellAndAuraScriptPair(spellScript, auraScript) | spellScript |
RegisterSpellScriptWithArgs(spellScript, scriptName, args...) | scriptName |
As a Script can be assigned to multiple spells we always want to delete both the spell_id and the ScriptName to avoid messing up other spells.
DELETE FROM `spell_script_names` WHERE `spell_id` = 1 AND `ScriptName` = 'spell_pri_death_touch';
The only time it is okay to only delete the ScriptName is when we are deleting or adding a new script in the core.