Name | Type | is_array | initial_value |
AcoImmortal | unit | No | |
AfterDamageEvent | real | No | |
AOEDamageEvent | real | No | |
ArcherGroup | group | No | |
ArchersLeft | group | No | |
ArchersRight | group | No | |
BoleanBridgeAttacked | boolean | No | |
BoleanCasualty | boolean | No | |
BoleanCinematic | boolean | No | |
BoleanDifculty | boolean | Yes | |
BoleanSquad1 | boolean | No | |
BoleanSquad2 | boolean | No | |
BoleanVillager | boolean | No | |
ButtonLevel | button | Yes | |
ButtonUnitTrading | button | Yes | |
ClearDamageEvent | trigger | No | |
DAMAGE_FACTOR_BRACERS | real | No | |
DAMAGE_FACTOR_ELUNES | real | No | |
DAMAGE_FACTOR_ETHEREAL | real | No | |
DamageBlockingAbility | abilcode | No | |
DamageEvent | real | No | |
DamageEventAmount | real | No | |
DamageEventAOE | integer | No | |
DamageEventAOEGroup | group | No | |
DamageEventLevel | integer | No | |
DamageEventOverride | boolean | No | |
DamageEventPrevAmt | real | No | |
DamageEventSource | unit | No | |
DamageEventsWasted | integer | No | |
DamageEventTarget | unit | No | |
DamageEventTrigger | trigger | No | |
DamageEventType | integer | No | |
DamageModifierEvent | real | No | |
DamagePointArrow | location | No | |
DamageTypeBlocked | integer | No | |
DamageTypeCriticalStrike | integer | No | |
DamageTypeExplosive | integer | No | |
DamageTypeHeal | integer | No | |
DamageTypeReduced | integer | No | |
DialogLevel | dialog | No | |
DialogUnitTrading | dialog | No | |
DmgEvBracers | itemcode | No | |
DmgEvRecursionN | integer | No | |
DmgEvRunning | boolean | No | |
DmgEvStarted | boolean | No | |
DmgEvTimer | timer | No | |
DmgEvTrig | trigger | No | |
EnhancedDamageTarget | unit | No | |
EVENT_MISSILE_COLLIDE_DEST | integer | No | |
EVENT_MISSILE_COLLIDE_UNIT | integer | No | |
EVENT_MISSILE_FINISH | integer | No | |
EVENT_MISSILE_NOTHING | integer | No | |
EVENT_MISSILE_PERIODIC | integer | No | |
EVENT_MISSILE_REMOVE | integer | No | |
FA_Point | location | No | |
FacinAngle | real | No | |
Fireball_position | location | No | |
Ghoul1 | group | No | |
Ghoul2 | group | No | |
Ghoul3 | group | No | |
Hard | boolean | No | |
HeroVariable | unit | No | |
HideDamageFrom | boolean | Yes | |
IntegerArcher | integer | No | |
IntegerFlameArrow | integer | No | |
IntegerMine | integer | No | |
IntegerNumberWarrior | integer | No | |
IntroSkipped | boolean | No | |
IntWarr | integer | No | |
IntWarr_Copy | integer | No | |
IntWarr_Copy_2 | integer | No | |
IsDamageSpell | boolean | No | |
LastDamageHP | real | No | |
LastDmgPrevAmount | real | Yes | |
LastDmgPrevType | integer | Yes | |
LastDmgSource | unit | Yes | |
LastDmgTarget | unit | Yes | |
LastDmgValue | real | Yes | |
LastDmgWasSpell | boolean | Yes | |
lightrain | weathereffect | No | |
LigthGroup | group | No | |
Missile__Acceleration | real | No | |
Missile__Angle | real | No | |
Missile__Arc | real | No | |
Missile__Collision | real | No | |
Missile__Curve | real | No | |
Missile__Damage | real | No | |
Missile__Data | integer | No | |
Missile__DestructableHit | destructable | No | |
Missile__Distance | real | No | |
Missile__Dummy | unit | No | |
Missile__DummyTypeId | unitcode | No | |
Missile__EventId | integer | No | |
Missile__EventIndex | integer | No | |
Missile__FlyTime | real | No | |
Missile__Height | real | No | |
Missile__Impact | location | No | |
Missile__ImpactZ | real | No | |
Missile__Index | integer | No | |
Missile__Model | string | No | |
Missile__OnCollideDestructable | trigger | No | |
Missile__OnCollideUnit | trigger | No | |
Missile__OnFinish | trigger | No | |
Missile__OnPeriodic | trigger | No | |
Missile__OnRemove | trigger | No | |
Missile__Open | real | No | |
Missile__Origin | location | No | |
Missile__OriginZ | real | No | |
Missile__Owner | player | No | |
Missile__Recycle | boolean | No | |
Missile__Scale | real | No | |
Missile__Source | unit | No | |
Missile__Speed | real | No | |
Missile__Target | unit | No | |
Missile__TempLoc | location | No | |
Missile__Turn | real | No | |
Missile__UnitHit | unit | No | |
Missile__WantDestroy | boolean | No | |
Missile_A_Z | real | Yes | |
Missile_AB_Angle | real | Yes | |
Missile_AB_Distance | real | Yes | |
Missile_AB_Pitch | real | Yes | |
Missile_AB_Square | real | Yes | |
Missile_AB_Traveled | real | Yes | |
Missile_Acceleration | real | Yes | |
Missile_Angle | real | Yes | |
Missile_Arc | real | Yes | |
Missile_B_Z | real | Yes | |
Missile_Collision | real | Yes | |
Missile_Curve | real | Yes | |
Missile_CurveX | real | Yes | |
Missile_CurveY | real | Yes | |
Missile_Damage | real | Yes | |
Missile_Data | integer | Yes | |
Missile_Distance | real | Yes | |
Missile_Dummy | unit | Yes | |
Missile_Effect | effect | Yes | |
Missile_FlyTime | real | Yes | |
Missile_Height | real | Yes | |
Missile_ImpactX | real | Yes | |
Missile_ImpactY | real | Yes | |
Missile_ImpactZ | real | Yes | |
Missile_Model | string | Yes | |
Missile_OnDest | trigger | Yes | |
Missile_OnFinish | trigger | Yes | |
Missile_OnPeriodic | trigger | Yes | |
Missile_OnRemove | trigger | Yes | |
Missile_OnUnit | trigger | Yes | |
Missile_Open | real | Yes | |
Missile_OriginX | real | Yes | |
Missile_OriginY | real | Yes | |
Missile_OriginZ | real | Yes | |
Missile_Owner | player | Yes | |
Missile_PosX | real | Yes | |
Missile_PosY | real | Yes | |
Missile_PosZ | real | Yes | |
Missile_PrevX | real | Yes | |
Missile_PrevY | real | Yes | |
Missile_Recycle | boolean | Yes | |
Missile_Scale | real | Yes | |
Missile_Source | unit | Yes | |
Missile_Speed | real | Yes | |
Missile_Target | unit | Yes | |
Missile_TerrainZ | real | Yes | |
Missile_Turn | real | Yes | |
Missile_WantDestroy | boolean | Yes | |
MissileAllocated | boolean | Yes | |
MissileBottle | location | No | |
MissileCore | trigger | No | |
MissileDummyCount | integer | No | |
MissileDummyStack | unit | Yes | |
MissileDummyTime | integer | Yes | |
MissileDummyTimer | timer | No | |
MissileFireball | location | No | |
MissileFlameArrow1 | location | No | |
MissileGroup | group | No | |
MissileHash | hashtable | No | |
MissileLaunched | boolean | Yes | |
MissileLocZ | location | No | |
MissileMaxX | integer | No | |
MissileMaxY | integer | No | |
MissileMinX | integer | No | |
MissileMinY | integer | No | |
MissileNextNode | integer | Yes | |
MissileNodes | integer | No | |
MissilePrevNode | integer | Yes | |
MissileRect | rect | No | |
MissileRecycler | integer | Yes | |
MissileTimer | timer | No | |
NextDamageOverride | boolean | No | |
NextDamageType | integer | No | |
PeasantsGroup | group | No | |
Pioggia | boolean | No | |
Point | location | No | |
Point_circlefire | location | No | |
PointFireballcollision | location | No | |
PointMine | location | No | |
QuestCasualty | quest | No | |
QuestMain | quest | No | |
QuestVillager | quest | No | |
RandomColourLight1 | integer | No | |
RandomColourLight2 | integer | No | |
RandomColourLight3 | integer | No | |
RandomColourLight4 | integer | No | |
RandomNumberSound1 | integer | No | |
RandomNumberSound2 | integer | No | |
RNghoul | integer | No | |
SkeletonArcherSquad1 | group | No | |
SkeletonArcherSquad2 | group | No | |
SkeletonLeft | group | No | |
SkeletonRight | group | No | |
SkeletonSquad1 | group | No | |
SkeletonSquad2 | group | No | |
SpellDamageAbility | abilcode | No | |
TargetSource | unit | No | |
Temp_Group | group | No | |
TempCaster | unit | No | |
TempGroup | group | No | |
TempLoc1 | location | No | |
TempPoint1 | location | No | |
TempPoint2 | location | No | |
TimerFireball | timer | No | |
UDex | integer | No | |
UDexGen | integer | No | |
UDexNext | integer | Yes | |
UDexPrev | integer | Yes | |
UDexRecycle | integer | No | |
UDexUnits | unit | Yes | |
UDexWasted | integer | No | |
UGEnemies | group | No | |
UGWarriorsBridge | group | No | |
UnitArcher1 | unit | No | |
UnitArcher2 | unit | No | |
UnitArcher3 | unit | No | |
UnitArcher4 | unit | No | |
UnitArcher5 | unit | No | |
UnitArcher6 | unit | No | |
UnitBerserker1 | unit | No | |
UnitBerserker2 | unit | No | |
UnitBerserker3 | unit | No | |
UnitBerserker4 | unit | No | |
UnitBerserker5 | unit | No | |
UnitBerserker6 | unit | No | |
UnitBerserker7 | unit | No | |
UnitBerserker8 | unit | No | |
UnitBowman1 | unit | No | |
UnitBowman2 | unit | No | |
UnitBowman3 | unit | No | |
UnitBowman4 | unit | No | |
UnitBowman5 | unit | No | |
UnitBowman6 | unit | No | |
UnitDamageRegistered | boolean | Yes | |
UnitDummyFlame1 | unit | No | |
UnitDummyFlame2 | unit | No | |
UnitDummyFlame3 | unit | No | |
UnitDummyFlame4 | unit | No | |
UnitDwarf1 | unit | No | |
UnitDwarf2 | unit | No | |
UnitDwarfBash | unit | No | |
UnitGroup | group | No | |
UnitHeronGuard1 | unit | No | |
UnitHeronGuard2 | unit | No | |
UnitHeronGuard3 | unit | No | |
UnitHeronGuard4 | unit | No | |
UnitHeronGuard5 | unit | No | |
UnitHeronGuard6 | unit | No | |
UnitIndexerEnabled | boolean | No | |
UnitIndexEvent | real | No | |
UnitIndexLock | integer | Yes | |
UnitJourneyman1 | unit | No | |
UnitMissileDummy1 | unit | No | |
UnitMissileDummy2 | unit | No | |
UnitMissileDummy3 | unit | No | |
UnitMissileDummy4 | unit | No | |
UnitPoison | unit | No | |
UnitsInRangeGroup | group | No | |
UnitSkeletonArcher | unit | No | |
UnitSkeletonWarrior | unit | No | |
UnitTarget1 | unit | No | |
UnitTarget2 | unit | No | |
UnitTarget3 | unit | No | |
UnitTarget4 | unit | No | |
UnitTargetBashBowman | unit | No | |
UnitTargetBashDwarf | unit | No | |
UnitTargetBashGhoul | unit | No | |
UnitTargetBashMine | unit | No | |
UnitTargetBashSkeletonArcher | unit | No | |
UnitTargetBashSkeletonWarrior | unit | No | |
UnitTargetBashWarrior | unit | No | |
UnitWarlock1 | unit | No | |
UnitWarrior | unit | No | |
UnitWarrior1 | unit | No | |
UnitWarrior10 | unit | No | |
UnitWarrior11 | unit | No | |
UnitWarrior12 | unit | No | |
UnitWarrior13 | unit | No | |
UnitWarrior14 | unit | No | |
UnitWarrior15 | unit | No | |
UnitWarrior16 | unit | No | |
UnitWarrior2 | unit | No | |
UnitWarrior3 | unit | No | |
UnitWarrior4 | unit | No | |
UnitWarrior5 | unit | No | |
UnitWarrior6 | unit | No | |
UnitWarrior7 | unit | No | |
UnitWarrior8 | unit | No | |
UnitWarrior9 | unit | No |
//TESH.scrollpos=0
//TESH.alwaysfold=0
//=============================================================
// Name: Missile
// Version: 1.6.1
// Description: A system for your projectile needs.
// Author: BPower
//
// Written in JASS, API designed for usage with GUI.
// Published on hiveworkshop.com
// - hiveworkshop.com/forums/spells-569/missile-gui-version-1-1-a-275718/
//=============================================================
// Before getting started make sure that you check
// the settings in trigger Missile Configurate.
//
// udg_Missile__DummyTypeId
// • Make sure you have Vexorians dummy.mdx imported.
// • Only units of this type id will be recycled.
//
//=============================================================
// Variable naming.
//=============================================================
// Variables which users shouldn't access have no underscore.
// Array variables which are available at any time have one underscore _.
// Scalar variables which are only available during events have two underscores __.
//
//=============================================================
// Missile API.
//=============================================================
// Syntax for missile creation in GUI:
// 1. Run trigger Missile Configurate <gen>
// 2. Set properties via scalar variables.
// 3. Run trigger Missile <gen>
// JASS users may call the create and launch function directly.
//
// Missile operates with custom events.
// This means that you have access to
// a missile's properties within action functions
// of the Missile trigger interface.
//
// "udg_Missile__EventId" indicates
// which event trigger has been dispatched.
//
// "udg_Missile__EventIndex" is the array index
// of the triggering missile.
//
// Avaliable events are:
//
// 1.) udg_EVENT_MISSILE_COLLIDE_UNIT
// • Runs when a missile collides with a unit.
//
// 2.) udg_EVENT_MISSILE_COLLIDE_DEST
// • Runs when a missile collides with a destructable.
//
// 3.) udg_EVENT_MISSILE_PERIODIC
// • Runs every missile timer interval.
//
// 4.) udg_EVENT_MISSILE_FINISH
// • Runs when a missile reaches its impact position.
//
// 5.) udg_EVENT_MISSILE_REMOVE
// • Runs when a missile is destroyed.
//
// 6.) udg_EVENT_MISSILE_NOTHING
// • Value of udg_Missile__EventId when accessed
// from outside a trigger action function.
//
// During every missile event you may use the
// following GUI generated variables.
// Every scalar variable has an equivalent array variable,
// which you can read and use at any time.
// For exmple: udg_Missile__Source vs. udg_Missile_Source[index]
//
// Trigger variables which fire Missile events:
//
// trigger udg_Missile__OnCollideUnit - trigger array udg_Missile_OnUnit
// trigger udg_Missile__OnCollideDestructable - trigger array udg_Missile_OnDest
// trigger udg_Missile__OnPeridoic - trigger array udg_Missile_OnPeriodic
// trigger udg_Missile__OnRemove - trigger array udg_Missile_OnRemove
// trigger udg_Missile__OnFinish - trigger array udg_Missile_OnFinish
//
// Variables which mimic a function call:
//
// location udg_Missile__Origin
// location udg_Missile__Impact
// boolean udg_Missile__WantDestroy - boolean array udg_Missile_WantDestroy
// boolean udg_Missile__Recycle - boolean array udg_Missile_Recycle
// real udg_Missile__Scale - real array udg_Missile_Scale
// real udg_Missile__FlyTime - real array udg_Missile_FlyTime ( Converts time in seconds to a vector lenght )
// real udg_Missile__Model - string array udg_Missile_Model ( Converts a string path to a special effect )
// real udg_Missile__Arc - real array udg_Missile_Arc ( Converts an arc in degree to height value )
// real udg_Missile__Curve - real array udg_Missile_Curve ( Converts a curve in degree to an open value )
//
// Variables for read-only:
//
// integer udg_Missile__EventId
// integer udg_Missile__EventIndex
// unit udg_Missile__Dummy - unit array udg_Missile_Dummy
// real udg_Missile__Angle - real array udg_Missile_Angle ( In radians )
// real udg_Missile__Distance - real array udg_Missile_Distance ( Total distance traveled )
//
// Variables for read and set.
//
// unit udg_Missile__Source - unit array udg_Missile_Source
// unit udg_Missile__Target - unit array udg_Missile_Target ( Enables homing behaviour towards a target unit )
// player udg_Missile__Owner - unit array udg_Missile_Owner ( Pseudo-owner for better onCollide evaluation )
// real udg_Missile__ImpactZ - real array udg_Missile_ImpactZ
// real udg_Missile__OriginZ - real array udg_Missile_OriginZ
// real udg_Missile__Damage - real array udg_Missile_Damage
// real udg_Missile__Collision - real array udg_Missile_Collision
// real udg_Missile__Speed - real array udg_Missile_Speed
// real udg_Missile__Acceleration - real array udg_Missile_Acceleration
// real udg_Missile__Height - real array udg_Missile_Height ( Highest point of the parabola )
// real udg_Missile__Open - real array udg_Missile_Open
// real udg_Missile__Turn - real array udg_Missile_Turn ( Turn ratio per second )
// real udg_Missile__Data - integer array udg_Missile_Data
//
//=============================================================
// JASS user settings.
//=============================================================
// Set the timer timeout for projectile motion and trigger interface evaluation.
constant function Missile_GetTimerTimeout takes nothing returns real
return 0.031250000
endfunction
// Set the maximum widget collision radius in this map.
// By default the largest pathing is the human townhall with 196.
constant function Missile_GetMaxCollision takes nothing returns real
return 196.
endfunction
// Set the owning player of all dummy units.
// It should be a neutral player in your map.
constant function Missile_GetDummyOwner takes nothing returns player
return Player(PLAYER_NEUTRAL_PASSIVE)
endfunction
// Fictional z height for units in your map.
function Missile_GetUnitBodySize takes unit whichUnit returns real
return 100.
endfunction
// Fictional z height for destructables in your map.
function Missile_GetDestructableHeight takes destructable whichDest returns real
return GetDestructableOccluderHeight(whichDest)
endfunction
// Fictional value for the maximum effect death time in your map.
constant function Missile_GetEffectDeathTime takes nothing returns integer
return 3
endfunction
//=============================================================
// Required utility functions.
//=============================================================
// Debugging Missile.
// Change the condition from "true" to "false" or delete
// the content of this function to disable error messages.
function Missile_ErrorMessage takes boolean expr, string func, string object, integer index, string text returns nothing
local string orange = "|cffffa500"
local string blue = "|cff99b4d1"
local string next = "\n"
local string space = " "
local string str = space + next
if expr and true then
set str = str + orange + "Error in Trigger Missile|r"
set str = str + next + next + space + orange + "Function: |r" + blue + func + "|r"
set str = str + next + space + orange + "Object: |r" + blue + object + "|r"
set str = str + next + space + orange + "Index: |r" + blue + I2S(index) + "|r"
set str = str + next + space + orange + "Description: |r" + blue + text + "|r"
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0.00, 0.00, 3600.00, str)
endif
endfunction
// Returns the proper Z height of point p(x/y).
function Missile_GetLocZ takes real x, real y returns real
call MoveLocation(udg_MissileLocZ, x, y)
return GetLocationZ(udg_MissileLocZ)
endfunction
function Missile_GetArc takes integer index returns real
return Tan(udg_Missile__Arc*bj_DEGTORAD)*udg_Missile_AB_Distance[index]/4
endfunction
function Missile_GetCurve takes integer index returns real
return Tan(udg_Missile__Curve*bj_DEGTORAD)*udg_Missile_AB_Distance[index]
endfunction
// Converts fly time to missile speed.
// Doesn't take acceleration into account.
function Missile_GetFlyTime takes integer index returns real
return (udg_Missile_AB_Distance[index] - udg_Missile_AB_Traveled[index])/RMaxBJ(0.0000001, udg_Missile__FlyTime)
endfunction
function Missile_Math takes integer index returns nothing
local real dx
local real dy
local real iz// Allows to set an impact offset in z.
if udg_Missile_Target[index] != null and GetUnitTypeId(udg_Missile_Target[index]) != 0 then
set udg_Missile_OriginX[index] = GetUnitX(udg_Missile_Dummy[index])
set udg_Missile_OriginY[index] = GetUnitY(udg_Missile_Dummy[index])
set udg_Missile_OriginZ[index] = GetUnitFlyHeight(udg_Missile_Dummy[index])
set udg_Missile_ImpactX[index] = GetUnitX(udg_Missile_Target[index])
set udg_Missile_ImpactY[index] = GetUnitY(udg_Missile_Target[index])
set udg_Missile_AB_Traveled[index] = 0.00
// Once you set a homing target you'll lose arc & curve settings.
// That may get patched in the next version update.
set udg_Missile_Open[index] = 0.00
set udg_Missile_Height[index] = 0.00
set udg_Missile_Curve[index] = 0.00
set udg_Missile_Arc[index] = 0.00
set iz = GetUnitFlyHeight(udg_Missile_Target[index]) + udg_Missile_ImpactZ[index]
else
set iz = udg_Missile_ImpactZ[index]
endif
loop
set dx = udg_Missile_OriginX[index] - udg_Missile_ImpactX[index]
set dy = udg_Missile_OriginY[index] - udg_Missile_ImpactY[index]
set dx = dx*dx + dy*dy
set dy = SquareRoot(dx)
exitwhen dx != 0.00 and dy != 0.00// Check for parabola limits.
set udg_Missile_OriginX[index] = udg_Missile_OriginX[index] + 0.01
endloop
set udg_Missile_A_Z[index] = Missile_GetLocZ(udg_Missile_OriginX[index], udg_Missile_OriginY[index])
set udg_Missile_B_Z[index] = Missile_GetLocZ(udg_Missile_ImpactX[index], udg_Missile_ImpactY[index])
set udg_Missile_AB_Square[index] = dx
set udg_Missile_AB_Distance[index] = dy
set udg_Missile_AB_Angle[index] = Atan2(udg_Missile_ImpactY[index] - udg_Missile_OriginY[index], udg_Missile_ImpactX[index] - udg_Missile_OriginX[index])
set udg_Missile_AB_Pitch[index] = ((iz + udg_Missile_B_Z[index]) - (udg_Missile_OriginZ[index] + udg_Missile_A_Z[index]))/dy
endfunction
// Doesn't include all array types. Only those which require a reset.
function Missile_ResetArrays takes integer index returns nothing
set udg_Missile_AB_Traveled[index] = 0.00
set udg_Missile_Acceleration[index] = 0.00
set udg_Missile_Arc[index] = 0.00
set udg_Missile_Collision[index] = 0.00
set udg_Missile_Curve[index] = 0.00
set udg_Missile_CurveX[index] = 0.00
set udg_Missile_CurveY[index] = 0.00
set udg_Missile_Damage[index] = 0.00
set udg_Missile_Data[index] = 0
set udg_Missile_Distance[index] = 0.00
set udg_Missile_Dummy[index] = null
set udg_Missile_Effect[index] = null
set udg_Missile_Model[index] = null
set udg_Missile_FlyTime[index] = 0.00
set udg_Missile_Height[index] = 0.00
set udg_Missile_OriginZ[index] = 0.00
set udg_Missile_ImpactZ[index] = 0.00
set udg_Missile_OnUnit[index] = null
set udg_Missile_OnDest[index] = null
set udg_Missile_OnPeriodic[index] = null
set udg_Missile_OnFinish[index] = null
set udg_Missile_OnRemove[index] = null
set udg_Missile_Open[index] = 0.00
set udg_Missile_Owner[index] = null
set udg_Missile_Recycle[index] = false
set udg_Missile_Scale[index] = 1.00
set udg_Missile_Source[index] = null
set udg_Missile_Speed[index] = 0.00
set udg_Missile_Target[index] = null
set udg_Missile_Turn[index] = 0.00
set udg_Missile_WantDestroy[index] = false
endfunction
function Missile_SaveUserData takes integer index returns nothing
local boolean math = false
set udg_Missile_OnUnit[index] = udg_Missile__OnCollideUnit
set udg_Missile_OnDest[index] = udg_Missile__OnCollideDestructable
set udg_Missile_OnPeriodic[index] = udg_Missile__OnPeriodic
set udg_Missile_OnFinish[index] = udg_Missile__OnFinish
set udg_Missile_OnRemove[index] = udg_Missile__OnRemove
set udg_Missile_Source[index] = udg_Missile__Source
set udg_Missile_Target[index] = udg_Missile__Target
set udg_Missile_Owner[index] = udg_Missile__Owner
set udg_Missile_Data[index] = udg_Missile__Data
set udg_Missile_Collision[index] = udg_Missile__Collision
set udg_Missile_WantDestroy[index] = udg_Missile__WantDestroy
set udg_Missile_Damage[index] = udg_Missile__Damage
set udg_Missile_Acceleration[index] = udg_Missile__Acceleration
set udg_Missile_Turn[index] = udg_Missile__Turn
// The user set a new origin point.
if udg_Missile__Origin != null then
set udg_Missile_OriginX[index] = GetLocationX(udg_Missile__Origin)
set udg_Missile_OriginY[index] = GetLocationY(udg_Missile__Origin)
call RemoveLocation(udg_Missile__Origin)
set udg_Missile__Origin = null
set math = true
endif
if udg_Missile_OriginZ[index] != udg_Missile__OriginZ then
set udg_Missile_OriginZ[index] = udg_Missile__OriginZ
set math = true
endif
if udg_Missile__Impact != null then
set udg_Missile_ImpactX[index] = GetLocationX(udg_Missile__Impact)
set udg_Missile_ImpactY[index] = GetLocationY(udg_Missile__Impact)
call RemoveLocation(udg_Missile__Impact)
set udg_Missile__Impact = null
set math = true
endif
if udg_Missile_ImpactZ[index] != udg_Missile__ImpactZ then
set udg_Missile_ImpactZ[index] = udg_Missile__ImpactZ
set math = true
endif
if math then
call Missile_Math(index)
endif
// The user defined a new model.
if udg_Missile_Model[index] != udg_Missile__Model then
set udg_Missile_Model[index] = udg_Missile__Model
if udg_Missile_Effect[index] != null then
call DestroyEffect(udg_Missile_Effect[index])
endif
if StringLength(udg_Missile__Model) > 0 then
set udg_Missile_Effect[index] = AddSpecialEffectTarget(udg_Missile__Model, udg_Missile_Dummy[index], "origin")
else
set udg_Missile_Effect[index] = null
endif
endif
// Default scaling on Missile_Create is 1.00.
if udg_Missile_Scale[index] != udg_Missile__Scale then
set udg_Missile_Scale[index] = udg_Missile__Scale
call SetUnitScale(udg_Missile_Dummy[index], udg_Missile__Scale, 0.00, 0.00)
endif
if udg_Missile_Curve[index] != udg_Missile__Curve then
set udg_Missile_Curve[index] = udg_Missile__Curve
set udg_Missile_Open[index] = Missile_GetCurve(index)
else
set udg_Missile_Open[index] = udg_Missile__Open
endif
if udg_Missile_Arc[index] != udg_Missile__Arc then
set udg_Missile_Arc[index] = udg_Missile__Arc
set udg_Missile_Height[index] = Missile_GetArc(index)
else
set udg_Missile_Height[index] = udg_Missile__Height
endif
if udg_Missile_FlyTime[index] != udg_Missile__FlyTime then
set udg_Missile_FlyTime[index] = udg_Missile__FlyTime
set udg_Missile_Speed[index] = Missile_GetFlyTime(index)
else
set udg_Missile_Speed[index] = udg_Missile__Speed
endif
endfunction
function Missile_LoadData takes integer index returns nothing
set udg_Missile__Index = index
// Load event triggers.
set udg_Missile__OnCollideUnit = udg_Missile_OnUnit[index]
set udg_Missile__OnCollideDestructable = udg_Missile_OnDest[index]
set udg_Missile__OnPeriodic = udg_Missile_OnPeriodic[index]
set udg_Missile__OnFinish = udg_Missile_OnFinish[index]
set udg_Missile__OnRemove = udg_Missile_OnRemove[index]
// Load other handle types.
set udg_Missile__Dummy = udg_Missile_Dummy[index]
set udg_Missile__Source = udg_Missile_Source[index]
set udg_Missile__Target = udg_Missile_Target[index]
set udg_Missile__Owner = udg_Missile_Owner[index]
set udg_Missile__Damage = udg_Missile_Damage[index]
set udg_Missile__Collision = udg_Missile_Collision[index]
set udg_Missile__Model = udg_Missile_Model[index]
set udg_Missile__Data = udg_Missile_Data[index]
set udg_Missile__Scale = udg_Missile_Scale[index]
set udg_Missile__WantDestroy = udg_Missile_WantDestroy[index]
set udg_Missile__Speed = udg_Missile_Speed[index]
set udg_Missile__Acceleration = udg_Missile_Acceleration[index]
set udg_Missile__Open = udg_Missile_Open[index]
set udg_Missile__Turn = udg_Missile_Turn[index]
set udg_Missile__Height = udg_Missile_Height[index]
set udg_Missile__Angle = udg_Missile_Angle[index]
set udg_Missile__Distance = udg_Missile_Distance[index]
set udg_Missile__Arc = udg_Missile_Arc[index]
set udg_Missile__Curve = udg_Missile_Curve[index]
set udg_Missile__FlyTime = udg_Missile_FlyTime[index]
set udg_Missile__OriginZ = udg_Missile_OriginZ[index]
set udg_Missile__ImpactZ = udg_Missile_ImpactZ[index]
endfunction
function Missile_ResetScalars takes nothing returns nothing
if udg_Missile__Origin != null then
call RemoveLocation(udg_Missile__Origin)
set udg_Missile__Origin = null
endif
if udg_Missile__Impact != null then
call RemoveLocation(udg_Missile__Origin)
set udg_Missile__Impact = null
endif
set udg_Missile__WantDestroy = false
set udg_Missile__Recycle = false
set udg_Missile__OnCollideUnit = null
set udg_Missile__OnPeriodic = null
set udg_Missile__OnFinish = null
set udg_Missile__OnCollideDestructable = null
set udg_Missile__OnRemove = null
set udg_Missile__Dummy = null
set udg_Missile__Source = null
set udg_Missile__Target = null
set udg_Missile__Owner = null
set udg_Missile__Model = null
set udg_Missile__Angle = 0.00
set udg_Missile__Collision = 0.00
set udg_Missile__Damage = 0.00
set udg_Missile__Speed = 0.00
set udg_Missile__Acceleration = 0.00
set udg_Missile__Open = 0.00
set udg_Missile__Height = 0.00
set udg_Missile__Turn = 0.00
set udg_Missile__Distance = 0.00
set udg_Missile__ImpactZ = 0.00
set udg_Missile__OriginZ = 0.00
set udg_Missile__Arc = 0.00
set udg_Missile__Curve = 0.00
set udg_Missile__FlyTime = 0.00
set udg_Missile__Scale = 1.00
set udg_Missile__EventId = udg_EVENT_MISSILE_NOTHING
set udg_Missile__Data = 0
set udg_Missile__Index = 0
endfunction
//=============================================================
// Wrapper functions.
//=============================================================
function Missile_RunTrigger takes integer index, trigger trig, integer eventId returns boolean
set udg_Missile__EventId = eventId
set udg_Missile__EventIndex = index
call Missile_LoadData(index)
if TriggerEvaluate(trig) then
call TriggerExecute(trig)
call Missile_SaveUserData(index)
endif
// Just in case the user accidently changes udg_Missile__Index.
set udg_Missile__EventIndex = 0
set udg_Missile__EventId = udg_EVENT_MISSILE_NOTHING
return udg_Missile__WantDestroy
endfunction
//=============================================================
// Delayed dummy recycler. Data structure stack.
//=============================================================
// According to my tests:
// - Using KillUnit(unit) will remove the 'Aloc' effect for group enumerations.
// - Using UnitApplyTimedLife(unit, 'BTLF', 0.01) keeps on dropping the fps until you hit 0.
//
// The cleanest approach appears to be RemoveUnit(unit). Using a stack with timed dummy
// recycling helps us to properly display the attached special effects.
function Missile_UpdateStack takes nothing returns nothing
local integer index = 0
loop
exitwhen index == udg_MissileDummyCount
if udg_MissileDummyTime[index] <= 0 then
call RemoveUnit(udg_MissileDummyStack[index])
set udg_MissileDummyCount = udg_MissileDummyCount - 1
if udg_MissileDummyCount == 0 then
set udg_MissileDummyStack[index] = null
call PauseTimer(udg_MissileDummyTimer)
else
set udg_MissileDummyStack[index] = udg_MissileDummyStack[udg_MissileDummyCount]
set udg_MissileDummyTime[index] = udg_MissileDummyTime[udg_MissileDummyCount]
set udg_MissileDummyStack[udg_MissileDummyCount] = null
endif
else
set udg_MissileDummyTime[index] = udg_MissileDummyTime[index] - 1
set index = index + 1
endif
endloop
endfunction
function Missile_RecycleDummy takes unit dummy returns nothing
if GetUnitTypeId(dummy) == udg_Missile__DummyTypeId then
set udg_MissileDummyTime[udg_MissileDummyCount] = Missile_GetEffectDeathTime()// Approximate death time for special effects.
set udg_MissileDummyStack[udg_MissileDummyCount] = dummy
if udg_MissileDummyCount == 0 then
call TimerStart(udg_MissileDummyTimer, 1., true, function Missile_UpdateStack)
endif
set udg_MissileDummyCount = udg_MissileDummyCount + 1
endif
endfunction
//=============================================================
// Missile structure. Static unique doubly linked list.
//=============================================================
function Missile_SetListNextNode takes integer node, integer nextNode returns nothing
set udg_MissileNextNode[node] = nextNode
endfunction
constant function Missile_GetListNextNode takes integer node returns integer
return udg_MissileNextNode[node]
endfunction
function Missile_SetListPrevNode takes integer node, integer prevNode returns nothing
set udg_MissilePrevNode[node] = prevNode
endfunction
constant function Missile_GetListPrevNode takes integer node returns integer
return udg_MissilePrevNode[node]
endfunction
function Missile_SetListFirstNode takes integer node returns nothing
set udg_MissileNextNode[0] = node
endfunction
constant function Missile_GetListFirstNode takes nothing returns integer
return udg_MissileNextNode[0]
endfunction
function Missile_SetListLastNode takes integer node returns nothing
set udg_MissilePrevNode[0] = node
endfunction
constant function Missile_GetListLastNode takes nothing returns integer
return udg_MissilePrevNode[0]
endfunction
function Missile_ListRemoveNode takes integer node returns nothing
call Missile_SetListNextNode(Missile_GetListPrevNode(node), Missile_GetListNextNode(node))
call Missile_SetListPrevNode(Missile_GetListNextNode(node), Missile_GetListPrevNode(node))
endfunction
function Missile_ListPushNode takes integer node returns nothing
call Missile_SetListPrevNode(Missile_GetListFirstNode(), node)
call Missile_SetListNextNode(node, Missile_GetListFirstNode())
call Missile_SetListFirstNode(node)
call Missile_SetListPrevNode(node, 0)
endfunction
function Missile_AllocateNode takes nothing returns integer
local integer node = udg_MissileRecycler[0]
if node == 0 then
set node = udg_MissileNodes + 1
// Overflow
if node == JASS_MAX_ARRAY_SIZE then
call Missile_ErrorMessage(true, "Missile_AllocateNode", "udg_MissileNodes", JASS_MAX_ARRAY_SIZE, "Stack overflow!")
return 0
endif
set udg_MissileNodes = node
else
set udg_MissileRecycler[0] = udg_MissileRecycler[node]
endif
set udg_MissileAllocated[node] = true
return node
endfunction
function Missile_RecycleNode takes integer node returns nothing
set udg_MissileAllocated[node] = false
set udg_MissileRecycler[node] = udg_MissileRecycler[0]
set udg_MissileRecycler[0] = node
endfunction
//=================================================================
// Destructor & Cleanup.
//=================================================================
function Missile_Clear takes integer index returns nothing
if udg_Missile_Effect[index] != null then
call DestroyEffect(udg_Missile_Effect[index])
endif
call Missile_RecycleDummy(udg_Missile_Dummy[index])
call Missile_ResetArrays(index)
call FlushChildHashtable(udg_MissileHash, index)
endfunction
function Missile_Destroy takes integer index returns nothing
if udg_MissileAllocated[index] then
if udg_MissileLaunched[index] then
if udg_Missile_OnRemove[index] != null then
call Missile_RunTrigger(index, udg_Missile_OnRemove[index], udg_EVENT_MISSILE_REMOVE)
endif
call Missile_ListRemoveNode(index)
if Missile_GetListFirstNode() == 0 then
call PauseTimer(udg_MissileTimer)
endif
set udg_MissileLaunched[index] = false
endif
call Missile_Clear(index)
call Missile_RecycleNode(index)
else
call Missile_ErrorMessage(true, "Missile_Destroy", "udg_MissileAllocated", index, "Attempt to destroy invalid node!")
endif
endfunction
//=============================================================
// Widget collision code.
//=============================================================
// For a rectangle collision z values are
// very inaccurate, hence they are completly ignored.
function Missile_IsWidgetInRectangleRad takes integer index, widget w returns boolean
local real wx = GetWidgetX(w)
local real wy = GetWidgetY(w)
local real dx = udg_Missile_PosX[index] - udg_Missile_PrevX[index]
local real dy = udg_Missile_PosY[index] - udg_Missile_PrevY[index]
local real s = (dx*(wx - udg_Missile_PrevX[index]) + dy*(wy - udg_Missile_PrevY[index]))/RMaxBJ(0.0001, (dx*dx + dy*dy))
if s < 0.00 then
set s = 0.00
elseif s > 1.00 then
set s = 1.00
endif
set dx = (udg_Missile_PrevX[index] + s*dx) - wx
set dy = (udg_Missile_PrevY[index] + s*dy) - wy
return dx*dx + dy*dy <= udg_Missile_Collision[index]*udg_Missile_Collision[index]
endfunction
function Missile_IsWidgetInRange takes integer index, widget w, real wz, real distance returns boolean
local real wx = GetWidgetX(w)
local real wy = GetWidgetY(w)
local real dz = Missile_GetLocZ(wx, wy) - udg_Missile_TerrainZ[index]
return IsUnitInRangeXY(udg_Missile_Dummy[index], wx, wy, distance) and dz + wz >= udg_Missile_PosZ[index] and dz <= udg_Missile_PosZ[index] + distance
endfunction
function Missile_SetRectRectangle takes integer index returns rect
local real x1 = udg_Missile_PrevX[index]
local real y1 = udg_Missile_PrevY[index]
local real x2 = udg_Missile_PosX[index]
local real y2 = udg_Missile_PosY[index]
local real d = udg_Missile_Collision[index] + Missile_GetMaxCollision()
// What is min, what is max ...
if x1 < x2 then
if y1 < y2 then
call SetRect(udg_MissileRect, x1 - d, y1 - d, x2 + d, y2 + d)
else
call SetRect(udg_MissileRect, x1 - d, y2 - d, x2 + d, y1 + d)
endif
else
if y1 < y2 then
call SetRect(udg_MissileRect, x2 - d, y1 - d, x1 + d, y2 + d)
else
call SetRect(udg_MissileRect, x2 - d, y2 - d, x1 + d, y1 + d)
endif
endif
return udg_MissileRect
endfunction
function Missile_SetRectCircle takes integer index returns rect
local real x = udg_Missile_PosX[index]
local real y = udg_Missile_PosY[index]
local real d = udg_Missile_Collision[index] + Missile_GetMaxCollision()
call SetRect(udg_MissileRect, x - d, y - d, x + d, y + d)
return udg_MissileRect
endfunction
function Missile_RunUnitCollision takes integer index returns nothing
local real size = udg_Missile_Collision[index]
local boolean rectangle = size < udg_Missile_Speed[index]*Missile_GetTimerTimeout()
local real collideZ
local boolean hit
local unit u
if rectangle then
call GroupEnumUnitsInRect(udg_MissileGroup, Missile_SetRectRectangle(index), null)
else
call GroupEnumUnitsInRange(udg_MissileGroup, udg_Missile_PosX[index], udg_Missile_PosY[index], size + Missile_GetMaxCollision(), null)
endif
loop
set u = FirstOfGroup(udg_MissileGroup)
exitwhen u == null
call GroupRemoveUnit(udg_MissileGroup, u)
// Chech if missile already hit this unit.
if not HaveSavedHandle(udg_MissileHash, index, GetHandleId(u)) then
set hit = false
// Evaluate rectangle collision.
if rectangle then
set hit = Missile_IsWidgetInRectangleRad(index, u)
// Evaluate circular collision.
elseif IsUnitInRange(u, udg_Missile_Dummy[index], size) then
set collideZ = Missile_GetLocZ(GetUnitX(u), GetUnitY(u)) + GetUnitFlyHeight(u) - udg_Missile_TerrainZ[index]
set hit = (collideZ + Missile_GetUnitBodySize(u) >= udg_Missile_PosZ[index] - size) and (collideZ <= udg_Missile_PosZ[index] + size)
endif
if hit then
call SaveUnitHandle(udg_MissileHash, index, GetHandleId(u), u)
set udg_Missile__UnitHit = u
if Missile_RunTrigger(index, udg_Missile_OnUnit[index], udg_EVENT_MISSILE_COLLIDE_UNIT) then
call Missile_Destroy(index)
exitwhen true
endif
endif
endif
endloop
set u = null
set udg_Missile__UnitHit = null
endfunction
function Missile_EnumDestructables takes nothing returns nothing
local integer index = udg_Missile__Index
local destructable d = GetEnumDestructable()
local boolean hit
// Enum trigger action threads can't be canceled. Therefore
// the code must check for each trigger execution if the index is still allocated.
if udg_MissileAllocated[index] and not HaveSavedHandle(udg_MissileHash, index, GetHandleId(d)) then
set hit = false
// Run rectangle collision.
if udg_Missile_Collision[index] < udg_Missile_Speed[index]*Missile_GetTimerTimeout() then
set hit = Missile_IsWidgetInRectangleRad(index, d)
else
// Run circular collision.
set hit = Missile_IsWidgetInRange(index, d, Missile_GetDestructableHeight(d), udg_Missile_Collision[index])
endif
if hit then
call SaveDestructableHandle(udg_MissileHash, index, GetHandleId(d), d)
set udg_Missile__DestructableHit = d
if Missile_RunTrigger(index, udg_Missile_OnDest[index], udg_EVENT_MISSILE_COLLIDE_DEST) then
call Missile_Destroy(index)
endif
set udg_Missile__DestructableHit = null
endif
endif
set d = null
endfunction
function Missile_RunDestructableCollision takes integer index returns nothing
set udg_Missile__Index = index
if udg_Missile_Collision[index] < udg_Missile_Speed[index]*Missile_GetTimerTimeout() then
call EnumDestructablesInRect(Missile_SetRectRectangle(index), null, function Missile_EnumDestructables)
else
call EnumDestructablesInRect(Missile_SetRectCircle(index), null, function Missile_EnumDestructables)
endif
endfunction
//=============================================================
// Core.
//=============================================================
function Missile_UpdatePosition takes integer index returns nothing
local real velocity = udg_Missile_Speed[index]*Missile_GetTimerTimeout()
local real turn = udg_Missile_Turn[index]*Missile_GetTimerTimeout()
local unit missile = udg_Missile_Dummy[index]
local real posX = GetUnitX(missile)
local real posY = GetUnitY(missile)
local real posZ
local real angle
local real point // Current point on the parabola curve.
local real pitch
local real square
local real distance
local real curveX
local real curveY
// Save previous, respectively current missile position.
// This is required for a possible rectangle collision.
set udg_Missile_PrevX[index] = posX
set udg_Missile_PrevY[index] = posY
// For further calculations local real velocity is used instead of speed[index].
set udg_Missile_Speed[index] = udg_Missile_Speed[index] + udg_Missile_Acceleration[index]
// Update missile guidance to its intended target.
if udg_Missile_Target[index] != null then
if GetUnitTypeId(udg_Missile_Target[index]) == 0 then
set udg_Missile_Target[index] = null
else
call Missile_Math(index)
endif
endif
// For read-abilty improvement, eventually also performance.
set square = udg_Missile_AB_Square[index]
set distance = udg_Missile_AB_Distance[index]
set point = udg_Missile_AB_Traveled[index]
// Update the missile angle dependant on the turn ratio.
if turn != 0.00 and Cos(udg_Missile_Angle[index] - udg_Missile_AB_Angle[index]) < Cos(turn) then
if Sin(udg_Missile_AB_Angle[index] - udg_Missile_Angle[index]) < 0.00 then
set udg_Missile_Angle[index] = udg_Missile_Angle[index] - turn
else
set udg_Missile_Angle[index] = udg_Missile_Angle[index] + turn
endif
else
set udg_Missile_Angle[index] = udg_Missile_AB_Angle[index]
endif
// Update the missile point on the parabola.
set udg_Missile_Recycle[index] = point + velocity >= distance
if udg_Missile_Recycle[index] then
set udg_Missile_Distance[index] = udg_Missile_Distance[index] + distance - point
set point = udg_Missile_AB_Distance[index]
else
set udg_Missile_Distance[index] = udg_Missile_Distance[index] + velocity
set point = point + velocity
endif
set udg_Missile_AB_Traveled[index] = point
// Set new position in plane x & y, as well as the facing angle in radians.
set angle = udg_Missile_Angle[index]
set posX = posX + velocity*Cos(angle)
set posY = posY + velocity*Sin(angle)
// Update point(x/y) if a curving trajectory is defined.
if udg_Missile_Open[index] != 0.00 then
set velocity = 4*udg_Missile_Open[index]*point*(distance - point)/square
set curveX = velocity*Cos(angle + bj_PI/2)
set curveY = velocity*Sin(angle + bj_PI/2)
set posX = posX + velocity*Cos(angle + bj_PI/2) - udg_Missile_CurveX[index]
set posY = posY + velocity*Sin(angle + bj_PI/2) - udg_Missile_CurveY[index]
set angle = angle + Atan(-((4*udg_Missile_Open[index])*(2*point - distance))/square)
// Save the current offset in plane x / y.
set udg_Missile_CurveX[index] = curveX
set udg_Missile_CurveY[index] = curveY
endif
// Update point(x,y,z) if an arc or height is defined.
set pitch = udg_Missile_AB_Pitch[index]
set udg_Missile_TerrainZ[index] = Missile_GetLocZ(posX, posY)
if udg_Missile_Height[index] == 0.00 and pitch == 0.00 then
set posZ = udg_Missile_OriginZ[index] + udg_Missile_A_Z[index] - udg_Missile_TerrainZ[index]
else
set posZ = udg_Missile_OriginZ[index] + udg_Missile_A_Z[index] - udg_Missile_TerrainZ[index] + pitch*point
set pitch = Atan(pitch)*bj_RADTODEG
if udg_Missile_Height[index] != 0.00 then
set posZ = posZ + 4*udg_Missile_Height[index]*point*(distance - point)/square
set pitch = pitch - Atan(((4*udg_Missile_Height[index])*(2*point - distance))/square)*bj_RADTODEG
endif
endif
// Update the pitch angle of the dummy unit.
if GetUnitTypeId(missile) == udg_Missile__DummyTypeId then
call SetUnitAnimationByIndex(missile, R2I(pitch + 90.5))
endif
set udg_Missile_PosX[index] = posX
set udg_Missile_PosY[index] = posY
set udg_Missile_PosZ[index] = posZ
// Finally update the missile dummy position and facing angle.
call SetUnitFacing(missile, angle*bj_RADTODEG)
call SetUnitFlyHeight(missile, posZ, 0.00)
if posX < udg_MissileMaxX and posX > udg_MissileMinX and posY < udg_MissileMaxY and posY > udg_MissileMinY then
call SetUnitX(missile, posX)
call SetUnitY(missile, posY)
endif
set missile = null
endfunction
function Missile_Core takes nothing returns boolean
local integer loops = 0 // Iteration counter.
local integer limit = 100 // Maximum iterations per trigger evaluate.
local integer index
local integer next
loop
exitwhen udg_Missile__Index == 0
exitwhen limit == loops
set index = udg_Missile__Index
set next = Missile_GetListNextNode(index)
if udg_Missile_WantDestroy[index] then
call Missile_Destroy(index)
else
set udg_Missile__Index = next
call Missile_UpdatePosition(index)
set udg_Missile__Index = index
// Run unit collision code.
if udg_MissileAllocated[index] and udg_Missile_OnUnit[index] != null and udg_Missile_Collision[index] > 0.00 then
call Missile_RunUnitCollision(index)
endif
// Run destructable collision code.
if udg_MissileAllocated[index] and udg_Missile_OnDest[index] != null and udg_Missile_Collision[index] > 0.00 then
call Missile_RunDestructableCollision(index)
endif
// Runs when the impact point is reached.
if udg_MissileAllocated[index] and udg_Missile_Recycle[index] then
if udg_Missile_OnFinish[index] != null then
if Missile_RunTrigger(index, udg_Missile_OnFinish[index], udg_EVENT_MISSILE_FINISH) then
call Missile_Destroy(index)
endif
else
call Missile_Destroy(index)
endif
endif
// Runs periodically every timer timeout.
if udg_MissileAllocated[index] and udg_Missile_OnPeriodic[index] != null then
if Missile_RunTrigger(index, udg_Missile_OnPeriodic[index], udg_EVENT_MISSILE_PERIODIC) then
call Missile_Destroy(index)
endif
endif
endif
set loops = loops + 1
set udg_Missile__Index = next
endloop
return udg_Missile__Index == 0
endfunction
// Missile_GetTimerTimeout()
function Missile_OnPeriodic takes nothing returns nothing
set udg_Missile__Index = Missile_GetListFirstNode()
loop
exitwhen TriggerEvaluate(udg_MissileCore)
endloop
call Missile_ResetScalars()
endfunction
function Missile_InitNewMissile takes integer index returns nothing
local real originX = GetLocationX(udg_Missile__Origin)
local real originY = GetLocationY(udg_Missile__Origin)
local real face = Atan2(GetLocationY(udg_Missile__Impact) - originY, GetLocationX(udg_Missile__Impact) - originX)*bj_RADTODEG
// A user may pass his/her own units as projectile dummies.
if udg_Missile__Dummy == null then
set bj_lastCreatedUnit = CreateUnit(Missile_GetDummyOwner(), udg_Missile__DummyTypeId, originX, originY, face)
set udg_Missile__Dummy = bj_lastCreatedUnit// GUI compatibility for function CreateUnitAtLocSaveLast.
call UnitAddAbility(udg_Missile__Dummy, 'Aloc')
call PauseUnit(udg_Missile__Dummy, true)
endif
// Enables fly height manipulation for the dummy.
if UnitAddAbility(udg_Missile__Dummy, 'Amrf') and UnitRemoveAbility(udg_Missile__Dummy, 'Amrf') then
endif
call SetUnitFlyHeight(udg_Missile__Dummy, udg_Missile__OriginZ, 0.00)
set udg_Missile_Dummy[index] = udg_Missile__Dummy
set udg_Missile_Scale[index] = 1.00
set udg_Missile_Angle[index] = GetUnitFacing(udg_Missile__Dummy)*bj_DEGTORAD
// Prevent the missile from colliding with itself.
call SaveUnitHandle(udg_MissileHash, index, GetHandleId(udg_Missile__Dummy), udg_Missile__Dummy)
endfunction
function Missile_BuildLocations takes nothing returns boolean
if udg_Missile__Origin == null then
// Build from dummy position.
if udg_Missile__Dummy != null then
set udg_Missile__Origin = Location(GetUnitX(udg_Missile__Dummy), GetUnitY(udg_Missile__Dummy))
// Build from source position
elseif udg_Missile__Source != null then
set udg_Missile__Origin = Location(GetUnitX(udg_Missile__Source), GetUnitY(udg_Missile__Source))
else
call Missile_ErrorMessage(true, "Missile_BuildLocations", "Missile__Origin", udg_Missile__Index, "Missile is unable to build an origin location.
The process requires either a target or source unit.")
return false
endif
endif
if udg_Missile__Impact == null then
// Build from target position.
if GetUnitTypeId(udg_Missile__Target) != 0 then
set udg_Missile__Impact = Location(GetUnitX(udg_Missile__Target), GetUnitY(udg_Missile__Target))
else
// Build from origin using angle ( radians! ) and distance.
set udg_Missile__Impact = PolarProjectionBJ(udg_Missile__Origin, udg_Missile__Distance, udg_Missile__Angle*bj_RADTODEG)
endif
endif
return true
endfunction
// Action function of trigger Missile.
function Missile_Launch takes nothing returns nothing
local integer index = udg_Missile__Index
if not udg_MissileAllocated[index] or udg_MissileLaunched[index] then
// This is an invalid situation caused by faulty
// usage of the Missile API. Missile_Launch was executed
// without a previous execution of Missile_Create.
// Error identification.
call Missile_ErrorMessage(udg_MissileLaunched[index], "Missile_Launch", "Missile_Launched", index, "Attempt to double launch a missile!
Make sure you use Run Missile Configurate <gen> - Your missile settings - Run Missile <gen> syntax.")
call Missile_ErrorMessage(not udg_MissileAllocated[index], "Missile_Launch", "Missile__Index ", index, "Attempt to launch invalid missile index!
Make sure you use Run Missile Configurate <gen> - Your missile settings - Run Missile <gen> syntax.")
// Check if Missile has to build an origin or impact location.
elseif ((udg_Missile__Origin == null) or (udg_Missile__Impact == null)) and not Missile_BuildLocations() then
call Missile_Destroy(index)
else
set udg_MissileLaunched[index] = true
if Missile_GetListFirstNode() == 0 then
call TimerStart(udg_MissileTimer, Missile_GetTimerTimeout(), true, function Missile_OnPeriodic)
endif
call Missile_ListPushNode(index)
call Missile_InitNewMissile(index)
call Missile_SaveUserData(index)
endif
call Missile_ResetScalars()
if udg_Missile__EventIndex != 0 then
call Missile_LoadData(udg_Missile__EventIndex)
endif
endfunction
// Action function of trigger Missile Configurate.
function Missile_Create takes nothing returns nothing
// In most cases udg_Missile__Index is 0, thus not allocated.
if udg_MissileAllocated[udg_Missile__Index] then
// Check if Missile_Create runs from inside a Missile event trigger.
if udg_Missile__EventIndex == udg_Missile__Index then
// Save all data from scalar to array variables.
call Missile_SaveUserData(udg_Missile__EventIndex)
elseif not udg_MissileLaunched[udg_Missile__Index] then
// This is an invalid situation caused by faulty
// usage of the Missile API. Missile_Create was executed twice
// without launching the previously created index.
// Missile compensates for that error by destroying
// the forgotten index.
call Missile_Destroy(udg_Missile__Index)
// Print it for the user.
call Missile_ErrorMessage(true, "Missile_Create", "Missile_Launched", udg_Missile__Index, "You forgot to launch the previous created missile!
Make sure you use Run Missile Configurate <gen> - Your missile settings - Run Missile <gen> syntax.")
endif
endif
call Missile_ResetScalars()
set udg_Missile__Index = Missile_AllocateNode()
endfunction
//===========================================================================
function InitTrig_Missile takes nothing returns nothing
if gg_trg_Missile != null then
return// Missile has already been initialized.
endif
set udg_MissileHash = InitHashtable()
set udg_MissileCore = CreateTrigger()
set udg_MissileRect = GetWorldBounds()
set udg_MissileLocZ = Location(0.00, 0.00)
// It's necessary to prevent missiles, units in general, from leaving map boundaries.
set udg_MissileMaxX = R2I(GetRectMaxX(udg_MissileRect)) - 197
set udg_MissileMaxY = R2I(GetRectMaxY(udg_MissileRect)) - 197
set udg_MissileMinX = R2I(GetRectMinX(udg_MissileRect)) + 197
set udg_MissileMinY = R2I(GetRectMinY(udg_MissileRect)) + 197
// Trigger that controlls the trajectory of all missiles.
call TriggerAddCondition(udg_MissileCore, Condition(function Missile_Core))
// Run the configuration trigger before the first missile is created.
call TriggerExecute(gg_trg_Missile_Configurate)
call TriggerClearActions(gg_trg_Missile_Configurate)
call DestroyTrigger(gg_trg_Missile_Configurate)
// Transform the configurate trigger into the index allocator.
set gg_trg_Missile_Configurate = CreateTrigger()
call TriggerAddAction(gg_trg_Missile_Configurate, function Missile_Create)
// Build the launching trigger for missiles.
set gg_trg_Missile = CreateTrigger()
call TriggerAddAction(gg_trg_Missile, function Missile_Launch)
// Set the missile system ready.
call Missile_ResetScalars()
endfunction
//===========================================================================
// Damage Engine lets you detect, amplify, block or nullify damage. It even
// lets you detect if the damage was physical or from a spell. Just reference
// DamageEventAmount/Source/Target or the boolean IsDamageSpell, to get the
// necessary damage event data.
//
// - Detect damage: use the event "DamageEvent Equal to 1.00"
// - To change damage before it's dealt: use the event "DamageModifierEvent Equal to 1.00"
// - Detect damage after it was applied, use the event "AfterDamageEvent Equal to 1.00"
// - Detect spell damage: use the condition "IsDamageSpell Equal to True"
// - Detect zero-damage: use the event "DamageEvent Equal to 2.00" (an AfterDamageEvent will not fire for this)
//
// You can specify the DamageEventType before dealing triggered damage. To prevent an already-improbable error, I recommend running the trigger "ClearDamageEvent (Checking Conditions)" after dealing triggered damage from within a damage event:
// - Set NextDamageType = DamageTypeWhatever
// - Unit - Cause...
// - Trigger - Run ClearDamageEvent (Checking Conditions)
//
// You can modify the DamageEventAmount and the DamageEventType from a "DamageModifierEvent Equal to 1.00" trigger.
// - If the amount is modified to negative, it will count as a heal.
// - If the amount is set to 0, no damage will be dealt.
//
// If you need to reference the original in-game damage, use the variable "DamageEventPrevAmt".
//
//===========================================================================
// Programming note about "integer i" and "udg_DmgEvRecursionN": integer i
// ranges from -1 upwards. "udg_DmgEvRecursionN" ranges from 0 upwards.
// "integer i" is always 1 less than "udg_DmgEvRecursionN"
//
function DmgEvResetVars takes nothing returns nothing
local integer i = udg_DmgEvRecursionN - 2
set udg_DmgEvRecursionN = i + 1
if i >= 0 then
set udg_DamageEventPrevAmt = udg_LastDmgPrevAmount[i]
set udg_DamageEventAmount = udg_LastDmgValue[i]
set udg_DamageEventSource = udg_LastDmgSource[i]
set udg_DamageEventTarget = udg_LastDmgTarget[i]
set udg_IsDamageSpell = udg_LastDmgWasSpell[i]
set udg_DamageEventType = udg_LastDmgPrevType[i]
endif
endfunction
function CheckDamagedLifeEvent takes boolean clear returns nothing
if clear then
set udg_NextDamageOverride = false
set udg_NextDamageType = 0
endif
if udg_DmgEvTrig != null then
call DestroyTrigger(udg_DmgEvTrig)
set udg_DmgEvTrig = null
if udg_IsDamageSpell then
call SetWidgetLife(udg_DamageEventTarget, RMaxBJ(udg_LastDamageHP, 0.41))
if udg_LastDamageHP <= 0.405 then
if udg_DamageEventType < 0 then
call SetUnitExploded(udg_DamageEventTarget, true)
endif
//Kill the unit
call DisableTrigger(udg_DamageEventTrigger)
call UnitDamageTarget(udg_DamageEventSource, udg_DamageEventTarget, -999, false, false, null, DAMAGE_TYPE_UNIVERSAL, null)
call EnableTrigger(udg_DamageEventTrigger)
endif
elseif GetUnitAbilityLevel(udg_DamageEventTarget, udg_DamageBlockingAbility) > 0 then
call UnitRemoveAbility(udg_DamageEventTarget, udg_DamageBlockingAbility)
call SetWidgetLife(udg_DamageEventTarget, udg_LastDamageHP)
endif
if udg_DamageEventAmount != 0.00 and not udg_HideDamageFrom[GetUnitUserData(udg_DamageEventSource)] then
set udg_AfterDamageEvent = 0.00
set udg_AfterDamageEvent = 1.00
set udg_AfterDamageEvent = 0.00
endif
call DmgEvResetVars()
endif
endfunction
function DmgEvOnAOEEnd takes nothing returns nothing
if udg_DamageEventAOE > 1 then
set udg_AOEDamageEvent = 0.00
set udg_AOEDamageEvent = 1.00
set udg_AOEDamageEvent = 0.00
set udg_DamageEventAOE = 1
endif
set udg_DamageEventLevel = 1
set udg_EnhancedDamageTarget = null
call GroupClear(udg_DamageEventAOEGroup)
endfunction
function DmgEvOnExpire takes nothing returns nothing
set udg_DmgEvStarted = false
call CheckDamagedLifeEvent(true)
//Reset things so they don't perpetuate for AoE/Level target detection
call DmgEvOnAOEEnd()
set udg_DamageEventTarget = null
set udg_DamageEventSource = null
endfunction
function PreCheckDamagedLifeEvent takes nothing returns boolean
call CheckDamagedLifeEvent(true)
return false
endfunction
function OnUnitDamage takes nothing returns boolean
local boolean override = udg_DamageEventOverride
local integer i
local integer e = udg_DamageEventLevel
local integer a = udg_DamageEventAOE
local string s
local real prevAmount
local real life
local real prevLife
local unit u
local unit f
call CheckDamagedLifeEvent(false) //in case the unit state event failed and the 0.00 second timer hasn't yet expired
set i = udg_DmgEvRecursionN - 1 //Had to be moved here due to false recursion tracking
if i < 0 then
//Added 25 July 2017 to detect AOE damage or multiple single-target damage
set u = udg_DamageEventTarget
set f = udg_DamageEventSource
elseif i < 16 then
set udg_LastDmgPrevAmount[i]= udg_DamageEventPrevAmt
set udg_LastDmgValue[i] = udg_DamageEventAmount
set udg_LastDmgSource[i] = udg_DamageEventSource
set udg_LastDmgTarget[i] = udg_DamageEventTarget
set udg_LastDmgWasSpell[i] = udg_IsDamageSpell
set udg_LastDmgPrevType[i] = udg_DamageEventType
else
set s = "WARNING: Recursion error when dealing damage! Make sure when you deal damage from within a DamageEvent trigger, do it like this:\n\n"
set s = s + "Trigger - Turn off (This Trigger)\n"
set s = s + "Unit - Cause...\n"
set s = s + "Trigger - Turn on (This Trigger)"
//Delete the next couple of lines to disable the in-game recursion crash warnings
call ClearTextMessages()
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0.00, 0.00, 999.00, s)
return false
endif
set udg_DmgEvRecursionN = i + 2
set prevAmount = GetEventDamage()
set udg_DamageEventTarget = GetTriggerUnit()
set udg_DamageEventSource = GetEventDamageSource()
set udg_DamageEventAmount = prevAmount
set udg_DamageEventType = udg_NextDamageType
set udg_NextDamageType = 0
set udg_DamageEventOverride = udg_NextDamageOverride
set udg_NextDamageOverride = false
if i < 0 then
//Added 25 July 2017 to detect AOE damage or multiple single-target damage
if udg_DamageEventType == 0 then
if f == udg_DamageEventSource then
//Source has damaged more than once
if IsUnitInGroup(udg_DamageEventTarget, udg_DamageEventAOEGroup) then
//Added 5 August 2017 to improve tracking of enhanced damage against, say, Pulverize
set udg_DamageEventLevel = udg_DamageEventLevel + 1
set udg_EnhancedDamageTarget = udg_DamageEventTarget
else
//Multiple targets hit by this source - flag as AOE
set udg_DamageEventAOE = udg_DamageEventAOE + 1
endif
else
//New damage source - unflag everything
set u = udg_DamageEventSource
set udg_DamageEventSource = f
call DmgEvOnAOEEnd()
set udg_DamageEventSource = u
endif
call GroupAddUnit(udg_DamageEventAOEGroup, udg_DamageEventTarget)
endif
if not udg_DmgEvStarted then
set udg_DmgEvStarted = true
call TimerStart(udg_DmgEvTimer, 0.00, false, function DmgEvOnExpire)
endif
endif
if prevAmount == 0.00 then
if not udg_HideDamageFrom[GetUnitUserData(udg_DamageEventSource)] then
set udg_DamageEventPrevAmt = 0.00
set udg_DamageEvent = 0.00
set udg_DamageEvent = 2.00
set udg_DamageEvent = 0.00
endif
call DmgEvResetVars()
else
set u = udg_DamageEventTarget
set udg_IsDamageSpell = prevAmount < 0.00
if udg_IsDamageSpell then
set prevAmount = -udg_DamageEventAmount
set life = 1.00
if IsUnitType(u, UNIT_TYPE_ETHEREAL) and not IsUnitType(u, UNIT_TYPE_HERO) then
set life = life*udg_DAMAGE_FACTOR_ETHEREAL //1.67
endif
if GetUnitAbilityLevel(u, 'Aegr') > 0 then
set life = life*udg_DAMAGE_FACTOR_ELUNES //0.80
endif
if udg_DmgEvBracers != 0 and IsUnitType(u, UNIT_TYPE_HERO) then
//Inline of UnitHasItemOfTypeBJ without the potential handle ID leak.
set i = 6
loop
set i = i - 1
if GetItemTypeId(UnitItemInSlot(u, i)) == udg_DmgEvBracers then
set life = life*udg_DAMAGE_FACTOR_BRACERS //0.67
exitwhen true
endif
exitwhen i == 0
endloop
endif
set udg_DamageEventAmount = prevAmount*life
endif
set udg_DamageEventPrevAmt = prevAmount
set udg_DamageModifierEvent = 0.00
if not udg_DamageEventOverride then
set udg_DamageModifierEvent = 1.00
if not udg_DamageEventOverride then
set udg_DamageModifierEvent = 2.00
set udg_DamageModifierEvent = 3.00
endif
endif
set udg_DamageEventOverride = override
if udg_DamageEventAmount > 0.00 then
set udg_DamageModifierEvent = 4.00
endif
set udg_DamageModifierEvent = 0.00
if not udg_HideDamageFrom[GetUnitUserData(udg_DamageEventSource)] then
set udg_DamageEvent = 0.00
set udg_DamageEvent = 1.00
set udg_DamageEvent = 0.00
endif
call CheckDamagedLifeEvent(true) //in case the unit state event failed from a recursive damage event
//All events have run and the damage amount is finalized.
set life = GetWidgetLife(u)
set udg_DmgEvTrig = CreateTrigger()
call TriggerAddCondition(udg_DmgEvTrig, Filter(function PreCheckDamagedLifeEvent))
if not udg_IsDamageSpell then
if udg_DamageEventAmount != prevAmount then
set life = life + prevAmount - udg_DamageEventAmount
if GetUnitState(u, UNIT_STATE_MAX_LIFE) < life then
set udg_LastDamageHP = life - prevAmount
call UnitAddAbility(u, udg_DamageBlockingAbility)
endif
call SetWidgetLife(u, RMaxBJ(life, 0.42))
endif
call TriggerRegisterUnitStateEvent(udg_DmgEvTrig, u, UNIT_STATE_LIFE, LESS_THAN, RMaxBJ(0.41, life - prevAmount/2.00))
else
set udg_LastDamageHP = GetUnitState(u, UNIT_STATE_MAX_LIFE)
set prevLife = life
if life + prevAmount*0.75 > udg_LastDamageHP then
set life = RMaxBJ(udg_LastDamageHP - prevAmount/2.00, 1.00)
call SetWidgetLife(u, life)
set life = (life + udg_LastDamageHP)/2.00
else
set life = life + prevAmount*0.50
endif
set udg_LastDamageHP = prevLife - (prevAmount - (prevAmount - udg_DamageEventAmount))
call TriggerRegisterUnitStateEvent(udg_DmgEvTrig, u, UNIT_STATE_LIFE, GREATER_THAN, life)
endif
endif
set u = null
set f = null
return false
endfunction
function CreateDmgEvTrg takes nothing returns nothing
set udg_DamageEventTrigger = CreateTrigger()
call TriggerAddCondition(udg_DamageEventTrigger, Filter(function OnUnitDamage))
endfunction
function SetupDmgEv takes nothing returns boolean
local integer i = udg_UDex
local unit u
if udg_UnitIndexEvent == 1.00 then
set u = udg_UDexUnits[i]
if GetUnitAbilityLevel(u, 'Aloc') == 0 and TriggerEvaluate(gg_trg_Damage_Engine_Config) then
set udg_UnitDamageRegistered[i] = true
call TriggerRegisterUnitEvent(udg_DamageEventTrigger, u, EVENT_UNIT_DAMAGED)
call UnitAddAbility(u, udg_SpellDamageAbility)
call UnitMakeAbilityPermanent(u, true, udg_SpellDamageAbility)
endif
set u = null
else
set udg_HideDamageFrom[i] = false
if udg_UnitDamageRegistered[i] then
set udg_UnitDamageRegistered[i] = false
set udg_DamageEventsWasted = udg_DamageEventsWasted + 1
if udg_DamageEventsWasted == 32 then //After 32 registered units have been removed...
set udg_DamageEventsWasted = 0
//Rebuild the mass EVENT_UNIT_DAMAGED trigger:
call DestroyTrigger(udg_DamageEventTrigger)
call CreateDmgEvTrg()
set i = udg_UDexNext[0]
loop
exitwhen i == 0
if udg_UnitDamageRegistered[i] then
call TriggerRegisterUnitEvent(udg_DamageEventTrigger, udg_UDexUnits[i], EVENT_UNIT_DAMAGED)
endif
set i = udg_UDexNext[i]
endloop
endif
endif
endif
return false
endfunction
//===========================================================================
function InitTrig_Damage_Engine takes nothing returns nothing
local unit u = CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'uloc', 0, 0, 0)
local integer i = bj_MAX_PLAYERS //Fixed in 3.8
//Create this trigger with UnitIndexEvents in order add and remove units
//as they are created or removed.
local trigger t = CreateTrigger()
call TriggerRegisterVariableEvent(t, "udg_UnitIndexEvent", EQUAL, 1.00)
call TriggerRegisterVariableEvent(t, "udg_UnitIndexEvent", EQUAL, 2.00)
call TriggerAddCondition(t, Filter(function SetupDmgEv))
set t = null
//Run the configuration trigger to set all configurables:
if gg_trg_Damage_Engine_Config == null then
//It's possible this InitTrig_ function ran first, in which case use ExecuteFunc.
call ExecuteFunc("Trig_Damage_Engine_Config_Actions")
else
call TriggerExecute(gg_trg_Damage_Engine_Config)
endif
//Create trigger for storing all EVENT_UNIT_DAMAGED events.
call CreateDmgEvTrg()
//Create GUI-friendly trigger for cleaning up after UnitDamageTarget.
set udg_ClearDamageEvent = CreateTrigger()
call TriggerAddCondition(udg_ClearDamageEvent, Filter(function PreCheckDamagedLifeEvent))
//Disable SpellDamageAbility for every player.
loop
set i = i - 1
call SetPlayerAbilityAvailable(Player(i), udg_SpellDamageAbility, false)
exitwhen i == 0
endloop
//Preload abilities.
call UnitAddAbility(u, udg_DamageBlockingAbility)
call UnitAddAbility(u, udg_SpellDamageAbility)
call RemoveUnit(u)
set u = null
endfunction