Name | Type | is_array | initial_value |
//TESH.scrollpos=6
//TESH.alwaysfold=0
library_once TimerUtils initializer init
//*********************************************************************
//* TimerUtils (Blue flavor for 1.23b or later)
//* ----------
//*
//* To implement it , create a custom text trigger called TimerUtils
//* and paste the contents of this script there.
//*
//* To copy from a map to another, copy the trigger holding this
//* library to your map.
//*
//* (requires vJass) More scripts: htt://www.wc3campaigns.net
//*
//* For your timer needs:
//* * Attaching
//* * Recycling (with double-free protection)
//*
//* set t=NewTimer() : Get a timer (alternative to CreateTimer)
//* ReleaseTimer(t) : Relese a timer (alt to DestroyTimer)
//* SetTimerData(t,2) : Attach value 2 to timer
//* GetTimerData(t) : Get the timer's value.
//* You can assume a timer's value is 0
//* after NewTimer.
//*
//* Blue Flavor: Slower than the red flavor, it got a 408000 handle id
//* limit, which means that if more than 408000 handle ids
//* are used in your map, TimerUtils might fail, this
//* value is quite big and it is much bigger than the
//* timer limit in Red flavor.
//*
//********************************************************************
//==================================================================================================
globals
private hashtable hasht //I <3 blizz
endglobals
//It is dependent on jasshelper's recent inlining optimization in order to perform correctly.
function SetTimerData takes timer t, integer value returns nothing
call SaveInteger(hasht,0, GetHandleId(t), value)
endfunction
function GetTimerData takes timer t returns integer
return LoadInteger(hasht, 0, GetHandleId(t))
endfunction
//==========================================================================================
globals
private timer array tT
private integer tN = 0
private constant integer HELD=0x28829022
//use a totally random number here, the more improbable someone uses it, the better.
endglobals
//==========================================================================================
function NewTimer takes nothing returns timer
if (tN==0) then
set tT[0]=CreateTimer()
else
set tN=tN-1
endif
call SetTimerData(tT[tN],0)
return tT[tN]
endfunction
//==========================================================================================
function ReleaseTimer takes timer t returns nothing
if(t==null) then
debug call BJDebugMsg("Warning: attempt to release a null timer")
return
endif
if (tN==8191) then
debug call BJDebugMsg("Warning: Timer stack is full, destroying timer!!")
//stack is full, the map already has much more troubles than the chance of bug
call DestroyTimer(t)
else
call PauseTimer(t)
if(GetTimerData(t)==HELD) then
debug call BJDebugMsg("Warning: ReleaseTimer: Double free!")
return
endif
call SetTimerData(t,HELD)
set tT[tN]=t
set tN=tN+1
endif
endfunction
private function init takes nothing returns nothing
set hasht = InitHashtable()
endfunction
endlibrary
//TESH.scrollpos=21
//TESH.alwaysfold=0
library xebasic
//**************************************************************************
//
// xebasic 0.4
// =======
// XE_DUMMY_UNITID : Rawcode of the dummy unit in your map. It should
// use the dummy.mdx model, so remember to import it as
// well, just use copy&paste to copy the dummy from the
// xe map to yours, then change the rawcode.
//
// XE_HEIGHT_ENABLER: Medivh's raven form ability, you may need to change
// this rawcode to another spell that morphs into a flier
// in case you modified medivh's spell in your map.
//
// XE_TREE_RECOGNITION: The ancients' Eat tree ability, same as with medivh
// raven form, you might have to change it.
//
// XE_ANIMATION_PERIOD: The global period of animation used by whatever
// timer that depends on it, if you put a low value
// the movement will look good but it may hurt your
// performance, if instead you use a high value it
// will not lag but will be fast.
//
// XE_MAX_COLLISION_SIZE: The maximum unit collision size in your map, if
// you got a unit bigger than 197.0 it would be
// a good idea to update this constant, since some
// enums will not find it. Likewise, if none of
// your units can go bellow X and X is much smaller
// than 197.0, it would be a good idea to update
// as well, since it will improve the performance
// those enums.
//
// Notice you probably don't have to update this library, unless I specify
// there are new constants which would be unlikely.
//
//**************************************************************************
//===========================================================================
globals
constant integer XE_DUMMY_UNITID = 'e000'
constant integer XE_HEIGHT_ENABLER = 'Amrf'
constant integer XE_TREE_RECOGNITION = 'Aeat'
constant real XE_ANIMATION_PERIOD = 0.025
constant real XE_MAX_COLLISION_SIZE = 197.0
endglobals
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
library xefx initializer init requires xebasic
//**************************************************
// xefx 0.7
// --------
// Recommended: ARGB (adds ARGBrecolor method)
// For your movable fx needs
//
//**************************************************
//==================================================
globals
private constant integer MAX_INSTANCES = 8190 //change accordingly.
private constant real RECYCLE_DELAY = 4.0
//recycling, in order to show the effect correctly, must wait some time before
//removing the unit.
private timer recycler
private timer NOW
endglobals
private struct recyclebin extends array
unit u
real schedule
static recyclebin end=0
static recyclebin begin=0
static method Recycle takes nothing returns nothing
call RemoveUnit(.begin.u) //this unit is private, systems shouldn't mess with it.
set .begin.u=null
set .begin=recyclebin(integer(.begin)+1)
if(.begin==.end) then
set .begin=0
set .end=0
else
call TimerStart(recycler, .begin.schedule-TimerGetElapsed(NOW), false, function recyclebin.Recycle)
endif
endmethod
endstruct
private function init takes nothing returns nothing
set recycler=CreateTimer()
set NOW=CreateTimer()
call TimerStart(NOW,43200,true,null)
endfunction
struct xefx[MAX_INSTANCES]
public integer tag=0
private unit dummy
private effect fx=null
private real zang=0.0
private integer r=255
private integer g=255
private integer b=255
private integer a=255
private integer abil=0
static method create takes real x, real y, real facing returns xefx
local xefx this=xefx.allocate()
set this.dummy= CreateUnit(Player(15), XE_DUMMY_UNITID, x,y, facing*bj_RADTODEG)
call UnitAddAbility(this.dummy,XE_HEIGHT_ENABLER)
call UnitAddAbility(this.dummy,'Aloc')
call UnitRemoveAbility(this.dummy,XE_HEIGHT_ENABLER)
call SetUnitX(this.dummy,x)
call SetUnitY(this.dummy,y)
return this
endmethod
method operator owner takes nothing returns player
return GetOwningPlayer(this.dummy)
endmethod
method operator owner= takes player p returns nothing
call SetUnitOwner(this.dummy,p,false)
endmethod
method operator teamcolor= takes playercolor c returns nothing
call SetUnitColor(this.dummy,c)
endmethod
method operator scale= takes real value returns nothing
call SetUnitScale(this.dummy,value,value,value)
endmethod
//! textmacro XEFX_colorstuff takes colorname, colorvar
method operator $colorname$ takes nothing returns integer
return this.$colorvar$
endmethod
method operator $colorname$= takes integer value returns nothing
set this.$colorvar$=value
call SetUnitVertexColor(this.dummy,this.r,this.g,this.b,this.a)
endmethod
//! endtextmacro
//! runtextmacro XEFX_colorstuff("red","r")
//! runtextmacro XEFX_colorstuff("green","g")
//! runtextmacro XEFX_colorstuff("blue","b")
//! runtextmacro XEFX_colorstuff("alpha","a")
method recolor takes integer r, integer g , integer b, integer a returns nothing
set this.r=r
set this.g=g
set this.b=b
set this.a=a
call SetUnitVertexColor(this.dummy,this.r,this.g,this.b,this.a)
endmethod
implement optional ARGBrecolor
method operator abilityid takes nothing returns integer
return this.abil
endmethod
method operator abilityid= takes integer a returns nothing
if(this.abil!=0) then
call UnitRemoveAbility(this.dummy,this.abil)
endif
if(a!=0) then
call UnitAddAbility(this.dummy,a)
endif
set this.abil=a
endmethod
method operator abilityLevel takes nothing returns integer
return GetUnitAbilityLevel( this.dummy, this.abil)
endmethod
method operator abilityLevel= takes integer newLevel returns nothing
call SetUnitAbilityLevel(this.dummy, this.abil, newLevel)
endmethod
method flash takes string fx returns nothing
call DestroyEffect(AddSpecialEffectTarget(fx,this.dummy,"origin"))
endmethod
method operator xyangle takes nothing returns real
return GetUnitFacing(this.dummy)*bj_DEGTORAD
endmethod
method operator xyangle= takes real value returns nothing
call SetUnitFacing(this.dummy,value*bj_RADTODEG)
endmethod
method operator zangle takes nothing returns real
return this.zang
endmethod
method operator zangle= takes real value returns nothing
local integer i=R2I(value*bj_RADTODEG+90.5)
set this.zang=value
if(i>=180) then
set i=179
elseif(i<0) then
set i=0
endif
call SetUnitAnimationByIndex(this.dummy, i )
endmethod
method operator x takes nothing returns real
return GetUnitX(this.dummy)
endmethod
method operator y takes nothing returns real
return GetUnitY(this.dummy)
endmethod
method operator z takes nothing returns real
return GetUnitFlyHeight(this.dummy)
endmethod
method operator z= takes real value returns nothing
call SetUnitFlyHeight(this.dummy,value,0)
endmethod
method operator x= takes real value returns nothing
call SetUnitX(this.dummy,value)
endmethod
method operator y= takes real value returns nothing
call SetUnitY(this.dummy,value)
endmethod
method operator fxpath= takes string newpath returns nothing
if (this.fx!=null) then
call DestroyEffect(this.fx)
endif
if (newpath=="") then
set this.fx=null
else
set this.fx=AddSpecialEffectTarget(newpath,this.dummy,"origin")
endif
endmethod
method hiddenReset takes string newfxpath, real newfacing returns nothing
local real x = GetUnitX(this.dummy)
local real y = GetUnitY(this.dummy)
local real z = this.z
local real za = this.zangle
local integer level = this.abilityLevel
set fxpath=null
call RemoveUnit(this.dummy)
set this.dummy= CreateUnit(Player(15), XE_DUMMY_UNITID, x,y, newfacing*bj_RADTODEG)
if(level != 0) then
call UnitAddAbility(this.dummy, abilityid)
endif
call UnitAddAbility(this.dummy,XE_HEIGHT_ENABLER)
call UnitAddAbility(this.dummy,'Aloc')
call UnitRemoveAbility(this.dummy,XE_HEIGHT_ENABLER)
call SetUnitX(this.dummy,x)
call SetUnitY(this.dummy,y)
set this.z = z
set zangle = za
endmethod
private method onDestroy takes nothing returns nothing
if(this.abil!=0) then
call UnitRemoveAbility(this.dummy,this.abil)
endif
if(this.fx!=null) then
call DestroyEffect(this.fx)
set this.fx=null
endif
if (recyclebin.end==MAX_INSTANCES) then
//I'd like to see this happen...
call TimerStart(recycler,0,false,function recyclebin.Recycle)
call ExplodeUnitBJ(this.dummy)
else
set recyclebin.end.u=this.dummy
set recyclebin.end.schedule=TimerGetElapsed(NOW)+RECYCLE_DELAY
set recyclebin.end= recyclebin( integer(recyclebin.end)+1)
if( recyclebin.end==1) then
call TimerStart(recycler, RECYCLE_DELAY, false, function recyclebin.Recycle)
endif
call SetUnitOwner(this.dummy,Player(15),false)
endif
set this.dummy=null
endmethod
method hiddenDestroy takes nothing returns nothing
call ShowUnit(dummy,false)
call destroy()
endmethod
endstruct
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
library xedamage initializer init requires xebasic
//************************************************************************
// xedamage 0.8
// --------
// For all your damage and targetting needs.
//
//************************************************************************
//===========================================================================================================
globals
private constant integer MAX_SUB_OPTIONS = 3
private constant real FACTOR_TEST_DAMAGE = 0.01
// a low damage to do on units to test their damage factors for specific
// attacktype/damagetype combos.
// You'll need something as high as 20.0 to make it work well with armor resistances.
// (Yes, you read it correctly, 20 ...
//
// If you use such a large value, there may be conflicts with some things relying on damage
// (ie they are not away of the isDummyDamage tag that xedamage posseses.) which may be quite bad if you think about it...
// then maybe it is better to change it to 0.01 ... then will work fine, just fine - but it will generally ignore armor -
// I am leaving it as 0.01 by default, because honestly, I'd rather make it ignore armor than have a lot of people sending me
// rants about how they detect 20.0 damage where none is visible...
private constant real MAX_DAMAGE_FACTOR = 3.00
// The maximum damage factor in the map. I think 3 is fine.
//=======================================================
private constant real EPSILON = 0.000000001
private unit dmger
private constant integer MAX_SPACE = 8190 // MAX_SPACE/MAX_SUB_OPTIONS is the instance limit for xedamage, usually big enough...
endglobals
private keyword structInit
struct xedamage[MAX_SPACE]
//----
// fields and methods for a xedamage object, they aid determining valid targets and special
// damage factor conditions.
//
// Notice the default values.
//
boolean damageSelf = false // the damage and factor methods usually have a source unit parameter
// xedamage would consider this unit as immune unless you set damageSelf to true
boolean damageAllies = false // Alliance dependent target options.
boolean damageEnemies = true // *
boolean damageNeutral = true // *
boolean ranged = true // Is the attack ranged? This has some effect on the AI of the affected units
// true by default, you may not really need to modify this.
boolean visibleOnly = false // Should only units that are visible for source unit's owner be affected?
boolean deadOnly = false // Should only corpses be affected by "the damage"? (useful when using xedamage as a target selector)
boolean alsoDead = false // Should even corpses and alive units be considered?
boolean damageTrees = false //Also damage destructables? Notice this is used only in certain methods.
//AOE for example targets a circle, so it can affect the destructables
//in that circle, a custom spell using xedamage for targetting configuration
//could also have an if-then-else implemented so it can verify if it is true
//then affect trees manually.
//
// Damage type stuff:
// .dtype : the "damagetype" , determines if the spell is physical, magical or ultimate.
// .atype : the "attacktype" , deals with armor.
// .wtype : the "weapontype" , determines the sound effect to be played when damage is done.
//
// Please use common.j/blizzard.j/ some guide to know what damage/attack/weapon types can be used
//
damagetype dtype = DAMAGE_TYPE_UNIVERSAL
attacktype atype = ATTACK_TYPE_NORMAL
weapontype wtype = WEAPON_TYPE_WHOKNOWS
//
// Damage type 'tag' people might use xedamage.isInUse() to detect xedamage usage, there are other static
// variables like xedamage.CurrentDamageType and xedamage.CurrentDamageTag. The tag allows you to specify
// a custom id for the damage type ** Notice the tag would aid you for some spell stuff, for example,
// you can use it in a way similar to Rising_Dusk's damage system.
//
integer tag = 0
//
// if true, forceDamage will make xedamage ignore dtype and atype and try as hard as possible to deal 100%
// damage.
boolean forceDamage = false
//
// Ally factor! Certain spells probably have double purposes and heal allies while harming enemies. This
// field allows you to do such thing.
//
real allyfactor = 1.0
//
// field: .exception = SOME_UNIT_TYPE
// This field adds an exception unittype (classification), if the unit belongs to this unittype it will
// be ignored.
//
method operator exception= takes unittype ut returns nothing
set this.use_ex=true
set this.ex_ut=ut
endmethod
//
// field: .required = SOME_UNIT_TYPE
// This field adds a required unittype (classification), if the unit does not belong to this unittype
// it will be ignored.
//
method operator required= takes unittype ut returns nothing
set this.use_req=true
set this.req_ut=ut
endmethod
private boolean use_ex = false
private unittype ex_ut = null
private boolean use_req = false
private unittype req_ut = null
private unittype array fct[MAX_SUB_OPTIONS]
private real array fc[MAX_SUB_OPTIONS]
private integer fcn=0
//
// method .factor(SOME_UNIT_TYPE, factor)
// You might call factor() if you wish to specify a special damage factor for a certain classification,
// for example call d.factor(UNIT_TYPE_STRUCTURE, 0.5) makes xedamage do half damage to structures.
//
method factor takes unittype ut, real fc returns nothing
if(this.fcn==MAX_SUB_OPTIONS) then
debug call BJDebugMsg("In one instance of xedamage, you are doing too much calls to factor(), please increase MAX_SUB_OPTIONS to allow more, or cut the number of factor() calls")
return
endif
set this.fct[this.fcn] = ut
set this.fc[this.fcn] = fc
set this.fcn = this.fcn+1
endmethod
private integer array abifct[MAX_SUB_OPTIONS]
private real array abifc[MAX_SUB_OPTIONS]
private integer abifcn=0
//
// method .abilityFactor('abil', factor)
// You might call abilityFactor() if you wish to specify a special damage factor for units that have a
// certain ability/buff.
// for example call d.abilityFactor('A000', 1.5 ) makes units that have the A000 ability take 50% more
// damage than usual.
//
method abilityFactor takes integer abilityId, real fc returns nothing
if(this.abifcn==MAX_SUB_OPTIONS) then
debug call BJDebugMsg("In one instance of xedamage, you are doing too much calls to abilityFactor(), please increase MAX_SUB_OPTIONS to allow more, or cut the number of abilityFactor() calls")
return
endif
set this.abifct[this.abifcn] = abilityId
set this.abifc[this.abifcn] = fc
set this.abifcn = this.abifcn+1
endmethod
private boolean usefx = false
private string fxpath
private string fxattach
//
// method .useSpecialEffect("effect\\path.mdl", "origin")
// Makes it add (and destroy) an effect when damage is performed.
//
method useSpecialEffect takes string path, string attach returns nothing
set this.usefx = true
set this.fxpath=path
set this.fxattach=attach
endmethod
//********************************************************************
//* Now, the usage stuff:
//*
//================================================================================
// static method xedamage.isInUse() will return true during a unit damaged
// event in case this damage was caused by xedamage, in this case, you can
// read variables like CurrentDamageType, CurrentAttackType and CurrentDamageTag
// to be able to recognize what sort of damage was done.
//
readonly static damagetype CurrentDamageType=null
readonly static attacktype CurrentAttackType=null
readonly static integer CurrentDamageTag =0
private static integer inUse = 0
static method isInUse takes nothing returns boolean
return (inUse>0) //inline friendly.
endmethod
readonly static boolean isDummyDamage = false
//========================================================================================================
// This function calculates the damage factor caused by a certain attack and damage
// type, it is static : xedamage.getDamageTypeFactor(someunit, ATTAcK_TYPE_NORMAL, DAMAGE_TYPE_FIRE, 100)
//
static method getDamageTypeFactor takes unit u, attacktype a, damagetype d returns real
local real hp=GetWidgetLife(u)
local real mana=GetUnitState(u,UNIT_STATE_MANA)
local real r
local real fc = FACTOR_TEST_DAMAGE
//Since a unit is in that point, we don't need checks.
call SetUnitX(dmger,GetUnitX(u))
call SetUnitY(dmger,GetUnitY(u))
call SetUnitOwner(dmger,GetOwningPlayer(u),false)
set r=hp
if (hp< FACTOR_TEST_DAMAGE*MAX_DAMAGE_FACTOR) then
call SetWidgetLife(u, hp + FACTOR_TEST_DAMAGE*MAX_DAMAGE_FACTOR )
set r = hp + FACTOR_TEST_DAMAGE*MAX_DAMAGE_FACTOR
set fc = GetWidgetLife(u)-hp + EPSILON
endif
set isDummyDamage = true
call UnitDamageTarget(dmger,u, fc ,false,false,a,d,null)
static if DEBUG_MODE then
if IsUnitType(u, UNIT_TYPE_DEAD) and (hp>0.405) then
call BJDebugMsg("xedamage: For some reason, the unit being tested by getDamageTypeFactor has died. Verify MAX_DAMAGE_FACTOR is set to a correct value. ")
endif
endif
set isDummyDamage = false
call SetUnitOwner(dmger,Player(15),false)
if (mana>GetUnitState(u,UNIT_STATE_MANA)) then
//Unit had mana shield, return 1 and restore mana too.
call SetUnitState(u,UNIT_STATE_MANA,mana)
set r=1
else
set r= (r-GetWidgetLife(u)) / fc
endif
call SetWidgetLife(u,hp)
return r
endmethod
private method getTargetFactorCore takes unit source, unit target, boolean usetypes returns real
local player p=GetOwningPlayer(source)
local boolean allied=IsUnitAlly(target,p)
local boolean enemy =IsUnitEnemy(target,p)
local boolean neutral=allied
local real f
local real negf=1.0
local integer i
if(this.damageAllies != this.damageNeutral) then
set neutral= allied and not (GetPlayerAlliance(GetOwningPlayer(target),p, ALLIANCE_HELP_REQUEST ))
//I thought accuracy was not as important as speed , I think that REQUEST is false is enough to consider
// it neutral.
//set neutral= allied and not (GetPlayerAlliance(GetOwningPlayer(target),p, ALLIANCE_HELP_RESPONSE ))
//set neutral= allied and not (GetPlayerAlliance(GetOwningPlayer(target),p, ALLIANCE_SHARED_XP ))
//set neutral= allied and not (GetPlayerAlliance(GetOwningPlayer(target),p, ALLIANCE_SHARED_SPELLS ))
set allied= allied and not(neutral)
endif
if (not this.damageAllies) and allied then
return 0.0
elseif (not this.damageEnemies) and enemy then
return 0.0
elseif( (not this.damageSelf) and (source==target) ) then
return 0.0
elseif (not this.damageNeutral) and neutral then
return 0.0
elseif( this.use_ex and IsUnitType(target, this.ex_ut) ) then
return 0.0
elseif( this.visibleOnly and not IsUnitVisible(target,p) ) then
return 0.0
elseif ( this.deadOnly and not IsUnitType(target,UNIT_TYPE_DEAD) ) then
return 0.0
elseif ( not(this.alsoDead) and IsUnitType(target,UNIT_TYPE_DEAD) ) then
return 0.0
endif
set f=1.0
if ( IsUnitAlly(target,p) ) then
set f=f*this.allyfactor
if(f<=-EPSILON) then
set f=-f
set negf=-1.0
endif
endif
if (this.use_req and not IsUnitType(target,this.req_ut)) then
return 0.0
endif
set i=.fcn-1
loop
exitwhen (i<0)
if( IsUnitType(target, this.fct[i] ) ) then
set f=f*this.fc[i]
if(f<=-EPSILON) then
set f=-f
set negf=-1.0
endif
endif
set i=i-1
endloop
set i=.abifcn-1
loop
exitwhen (i<0)
if( GetUnitAbilityLevel(target,this.abifct[i] )>0 ) then
set f=f*this.abifc[i]
if(f<=-EPSILON) then
set f=-f
set negf=-1.0
endif
endif
set i=i-1
endloop
set f=f*negf
if ( f<EPSILON) and (f>-EPSILON) then
return 0.0
endif
if( this.forceDamage or not usetypes ) then
return f
endif
set f=f*xedamage.getDamageTypeFactor(target,this.atype,this.dtype)
if ( f<EPSILON) and (f>-EPSILON) then
return 0.0
endif
return f
endmethod
//====================================================================
// With this you might decide if a unit is a valid target for a spell.
//
method getTargetFactor takes unit source, unit target returns real
return this.getTargetFactorCore(source,target,true)
endmethod
//======================================================================
// a little better, I guess
//
method allowedTarget takes unit source, unit target returns boolean
return (this.getTargetFactorCore(source,target,false)!=0.0)
endmethod
//=======================================================================
// performs damage to the target unit, for unit 'source'.
//
method damageTarget takes unit source, unit target, real damage returns boolean
local damagetype dt=.CurrentDamageType
local attacktype at=.CurrentAttackType
local integer tg=.CurrentDamageTag
local real f = this.getTargetFactorCore(source,target,false)
local real pl
if(f!=0.0) then
set .CurrentDamageType = .dtype
set .CurrentAttackType = .atype
set .CurrentDamageTag = .tag
set .inUse = .inUse +1
set pl=GetWidgetLife(target)
call UnitDamageTarget(source,target, f*damage, true, .ranged, .atype, .dtype, .wtype )
set .inUse = .inUse -1
set .CurrentDamageTag = tg
set .CurrentDamageType = dt
set .CurrentAttackType = at
if(pl != GetWidgetLife(target) ) then
if(usefx) then
call DestroyEffect( AddSpecialEffectTarget(this.fxpath, target, this.fxattach) )
endif
return true
endif
endif
return false
endmethod
//=======================================================================================
// The same as damageTarget, but it forces a specific damage value, good if you already
// know the target.
//
method damageTargetForceValue takes unit source, unit target, real damage returns nothing
local damagetype dt=.CurrentDamageType
local attacktype at=.CurrentAttackType
local integer tg=.CurrentDamageTag
set .CurrentDamageType = .dtype
set .CurrentAttackType = .atype
set .CurrentDamageTag = .tag
if( usefx) then
call DestroyEffect( AddSpecialEffectTarget(this.fxpath, target, this.fxattach) )
endif
set .inUse = .inUse +1
call UnitDamageTarget(source,target, damage, true, .ranged, null, null, .wtype )
set .inUse = .inUse -1
set .CurrentDamageTag = tg
set .CurrentDamageType = dt
set .CurrentAttackType = at
endmethod
//=====================================================================================
// Notice: this will not Destroy the group, but it will certainly empty the group.
//
method damageGroup takes unit source, group targetGroup, real damage returns integer
local damagetype dt=.CurrentDamageType
local attacktype at=.CurrentAttackType
local integer tg=.CurrentDamageTag
local unit target
local real f
local integer count=0
local real hp
set .CurrentDamageType = .dtype
set .CurrentAttackType = .atype
set .CurrentDamageTag = .tag
set .inUse = .inUse +1
loop
set target=FirstOfGroup(targetGroup)
exitwhen (target==null)
call GroupRemoveUnit(targetGroup,target)
set f= this.getTargetFactorCore(source,target,false)
if (f!=0.0) then
set count=count+1
if(usefx) then
set hp = GetWidgetLife(target)
endif
call UnitDamageTarget(source,target, f*damage, true, .ranged, .atype, .dtype, .wtype )
if(usefx and (hp > GetWidgetLife(target)) ) then
call DestroyEffect( AddSpecialEffectTarget(this.fxpath, target, this.fxattach) )
endif
endif
endloop
set .inUse = .inUse -1
set .CurrentDamageTag=tg
set .CurrentDamageType = dt
set .CurrentAttackType = at
return count
endmethod
private static xedamage instance
private integer countAOE
private unit sourceAOE
private real AOEx
private real AOEy
private real AOEradius
private real AOEdamage
private static boolexpr filterAOE
private static boolexpr filterDestAOE
private static group enumgroup
private static rect AOERect
private static method damageAOE_Enum takes nothing returns boolean
local unit target=GetFilterUnit()
local xedamage this=.instance //adopting a instance.
local real f
local real hp
if( not IsUnitInRangeXY(target,.AOEx, .AOEy, .AOEradius) ) then
set target=null
return false
endif
set f=.getTargetFactorCore(.sourceAOE, target, false)
if(f!=0.0) then
set .countAOE=.countAOE+1
if(this.usefx) then
set hp =GetWidgetLife(target)
endif
call UnitDamageTarget(.sourceAOE,target, f*this.AOEdamage, true, .ranged, .atype, .dtype, .wtype )
if(this.usefx and (hp > GetWidgetLife(target) ) ) then
call DestroyEffect( AddSpecialEffectTarget(this.fxpath, target, this.fxattach) )
endif
endif
set .instance= this //better restore, nesting IS possible!
set target=null
return false
endmethod
private static method damageAOE_DestructablesEnum takes nothing returns boolean
local destructable target=GetFilterDestructable()
local xedamage this=.instance //adopting a instance.
local real dx=.AOEx-GetDestructableX(target)
local real dy=.AOEy-GetDestructableY(target)
if( dx*dx + dy*dy >= .AOEradius+EPSILON ) then
set target=null
return false
endif
set .countAOE=.countAOE+1
if(.usefx) then
call DestroyEffect( AddSpecialEffectTarget(this.fxpath, target, this.fxattach) )
endif
call UnitDamageTarget(.sourceAOE,target, this.AOEdamage, true, .ranged, .atype, .dtype, .wtype )
set .instance= this //better restore, nesting IS possible!
set target=null
return false
endmethod
//==========================================================================================
// will affect trees if damageTrees is true!
//
method damageAOE takes unit source, real x, real y, real radius, real damage returns integer
local damagetype dt=.CurrentDamageType
local attacktype at=.CurrentAttackType
local integer tg=.CurrentDamageTag
set .CurrentDamageType = .dtype
set .CurrentAttackType = .atype
set .CurrentDamageTag = .tag
set .inUse = .inUse +1
set .instance=this
set .countAOE=0
set .sourceAOE=source
set .AOEx=x
set .AOEradius=radius
set .AOEy=y
set .AOEdamage=damage
call GroupEnumUnitsInRange(.enumgroup,x,y,radius+XE_MAX_COLLISION_SIZE, .filterAOE)
if(.damageTrees) then
call SetRect(.AOERect, x-radius, y-radius, x+radius, y+radius)
set .AOEradius=.AOEradius*.AOEradius
call EnumDestructablesInRect(.AOERect, .filterDestAOE, null)
endif
set .inUse = .inUse -1
set .CurrentDamageTag = tg
set .CurrentDamageType = dt
set .CurrentAttackType = at
return .countAOE
endmethod
method damageAOELoc takes unit source, location loc, real radius, real damage returns integer
return .damageAOE(source, GetLocationX(loc), GetLocationY(loc), radius, damage)
endmethod
//==========================================================================================
// only affects trees, ignores damageTrees
//
method damageDestructablesAOE takes unit source, real x, real y, real radius, real damage returns integer
set .instance=this
set .countAOE=0
set .sourceAOE=source
set .AOEx=x
set .AOEradius=radius*radius
set .AOEy=y
set .AOEdamage=damage
//if(.damageTrees) then
call SetRect(.AOERect, x-radius, y-radius, x+radius, y+radius)
call EnumDestructablesInRect(.AOERect, .filterDestAOE, null)
//endif
return .countAOE
endmethod
method damageDestructablesAOELoc takes unit source, location loc, real radius, real damage returns integer
return .damageDestructablesAOE(source,GetLocationX(loc), GetLocationY(loc), radius, damage)
endmethod
//'friend' with the library init
static method structInit takes nothing returns nothing
set .AOERect= Rect(0,0,0,0)
set .filterAOE= Condition(function xedamage.damageAOE_Enum)
set .filterDestAOE = Condition( function xedamage.damageAOE_DestructablesEnum)
set .enumgroup = CreateGroup()
endmethod
endstruct
private function init takes nothing returns nothing
set dmger=CreateUnit(Player(15), XE_DUMMY_UNITID , 0.,0.,0.)
call UnitAddAbility(dmger,'Aloc')
call xedamage.structInit()
endfunction
endlibrary
//TESH.scrollpos=374
//TESH.alwaysfold=0
library xecast initializer init requires xebasic
//******************************************************************************
// xecast 0.9
// ------
// Because dummy casters REALLY ARE this complicated!
//
//******************************************************************************
//==============================================================================
globals
private constant integer MAXINSTANCES = 8190
//this is a lot, unless you leak xecast objects (which is a bad thing)
private constant integer INITIAL_DUMMY_COUNT = 12
//don't allow to keep more than DUMMY_STACK_LIMIT innactive dummy units :
private constant integer DUMMY_STACK_LIMIT = 50
// If your map does not give visibility to all players, or
// for other reasons, you might want xecast to work on
// units that are not visible to the player, in that case
// change this to true, else it is just a performance loss.
private constant boolean FORCE_INVISIBLE_CAST = false
//When AUTO_RESET_MANA_COOLDOWN is set to true, xecast will reset
// the dummy unit's cooldown and mana before casting every spell.
// it is a performance penalty, so if you are sure that all dummy spells
// in your map got 0 mana and cooldown cost, you may set it to false.
private constant boolean AUTO_RESET_MANA_COOLDOWN = true
endglobals
//=========================================================================
// Please notice all textmacros in this library are considered private.
// in other words: DON'T RUN THOSE TEXTMACROS!
//
private keyword structinit
globals
private real EPSILON=0.001 //noticed in war3 this is the sort of precision we want...
endglobals
struct xecast[MAXINSTANCES]
public integer abilityid = 0 //ID (rawcode) of the ability to cast
public integer level = 1 //Level of the ability to cast
public real recycledelay = 0.0 //Please notice, some spells need a recycle delay
// This is, a time period before they get recycle.
// For example, some spells are not instant, there is
// also the problem with damaging spells, this recycle
// delay must be large enough to contain all the time
// in which the spell can do damage.
public player owningplayer=Player(15) //which player to credit for the ability cast?
//notice this can also affect what units are targeteable
//==================================================================================================
// You need an order id for the ability so the dummy unit is able to cast it, two ways to assign it
// set instance.orderid = 288883 //would assign an integer orderid
// set instance.orderstring = "chainlightning" //would assign an orderstring
// (as those in the object editor)
//
method operator orderid= takes integer v returns nothing
set .oid=v
endmethod
method operator orderstring= takes string s returns nothing
set .oid=OrderId(s)
endmethod
//=================================================================================================
// Finally, you can determine from which point to cast the ability: z is the height coordinate.
//
public boolean customsource=false //Use a custom casting source?
public real sourcex // Determine the casting source for the dummy spell, require customsource =true
public real sourcey // You might prefer to use the setSourcePoint method
public real sourcez=0.0 //
method setSourcePoint takes real x, real y, real z returns nothing
set .sourcex=x
set .sourcey=y
set .sourcez=z
set .customsource=true
endmethod
method setSourceLoc takes location loc, real z returns nothing
set .sourcex=GetLocationX(loc)
set .sourcey=GetLocationY(loc)
set .sourcez=z
set .customsource=true
endmethod
private boolean autodestroy = false
//========================================================================================================
// you are always allowed to use .create() but you can also use createBasic which sets some things that
// are usually necessary up.
//
public static method createBasic takes integer abilityID, integer orderid, player owner returns xecast
local xecast r=xecast.allocate()
if(r==0) then
debug call BJDebugMsg("Warning: unbelievable but you actually used all xecast instances in your map! Please make sure you are not forgetting to destroy those what you create intensively, if that's not the case, then you'll have to increase xecast MAXINSTANCES")
endif
set r.oid=orderid
set r.abilityid=abilityID
set r.owningplayer=owner
return r
endmethod
//========================================================================================================
// Just like the above one, but the instance will self destruct after a call to any cast method
// (recommended)
//
public static method createBasicA takes integer abilityID, integer orderid, player owner returns xecast
local xecast r=xecast.allocate()
if(r==0) then
debug call BJDebugMsg("Warning: unbelievable but you actually used all xecast instances in your map! Please make sure you are not forgetting to destroy those what you create intensively, if that's not the case, then you'll have to increase xecast MAXINSTANCES")
endif
set r.oid=orderid
set r.abilityid=abilityID
set r.owningplayer=owner
set r.autodestroy=true
return r
endmethod
//==========================================================================================================
// Just like create, but the struct instance self destructs after a call to any cast method
// (Recommended)
//
public static method createA takes nothing returns xecast
local xecast r=xecast.allocate()
set r.autodestroy=true
return r
endmethod
//==========================================================================================================
// So, create the dummy, assign options and cast the skill!
// .castOnTarget(u) : If you want to hit a unit u with the ability, supports FORCE_INVISIBLE_CAST.
// .castOnWidgetTarget(w) : If you want to hit a widget w with the ability.
// .castOnPoint(x,y) : If you want to hit a point (x,y) with the ability.
// .castInPoint(x,y) : For spells like warstomp which do not have a target.
// .castOnAOE(x,y,radius) : Classic area of effect cast. Considers collision size.
// .castOnGroup(g) : Cast unit the unit group g, notice it will empty the group yet not destroy it.
//
//**********************************************************************************************************
// The implementation of such methods follows:
private static unit array dummystack
private static integer top=0
private static unit instantdummy
private integer oid=0
private static timer gametime
private static timer T
private static unit array recycle
private static real array expiretime
private static integer rn=0
//==========================================================================================================
// private dorecycle method, sorry but I need this up here.
//
private static method dorecycle takes nothing returns nothing
local unit u =.recycle[0]
local integer l
local integer r
local integer p
local real lt
call IssueImmediateOrder(u,"stop")// bugfix, see: http://www.wc3c.net/showpost.php?p=1131163&postcount=5
call UnitRemoveAbility(u,GetUnitUserData(u))
call SetUnitUserData(u,0)
call SetUnitFlyHeight(u,0,0)
call PauseUnit(u,false)
if(.top==DUMMY_STACK_LIMIT) then
call RemoveUnit(u)
else
set .dummystack[.top]=u
set .top=.top+1
endif
set .rn=.rn-1
if(.rn==0) then
return
endif
set p=0
set lt=.expiretime[.rn]
loop
set l=p*2+1
exitwhen l>=.rn
set r=p*2+2
if(r>=.rn)then
if(.expiretime[l]<lt) then
set .expiretime[p]=.expiretime[l]
set .recycle[p]=.recycle[l]
set p=l
else
exitwhen true
endif
elseif (lt<=.expiretime[l]) and (lt<=.expiretime[r]) then
exitwhen true
elseif (.expiretime[l]<.expiretime[r]) then
set .expiretime[p]=.expiretime[l]
set .recycle[p]=.recycle[l]
set p=l
else
set .expiretime[p]=.expiretime[r]
set .recycle[p]=.recycle[r]
set p=r
endif
endloop
set .recycle[p]=.recycle[.rn]
set .expiretime[p]=lt
call TimerStart(.T, .expiretime[0]-TimerGetElapsed(.gametime), false, function xecast.dorecycle)
endmethod
private static trigger abilityRemove
// Repetitive process and no inline implemented for large functions, so for now it is a textmacro:
//! textmacro xecast_allocdummy
if(.recycledelay<EPSILON) then
set dummy=.instantdummy
call SetUnitOwner(dummy,.owningplayer,false)
elseif (.top>0) then
set .top=.top-1
set dummy=.dummystack[.top]
call SetUnitOwner(dummy,.owningplayer,false)
else
set dummy=CreateUnit(.owningplayer,XE_DUMMY_UNITID,0,0,0)
call TriggerRegisterUnitEvent(.abilityRemove,dummy,EVENT_UNIT_SPELL_ENDCAST)
call UnitAddAbility(dummy,'Aloc')
call UnitAddAbility(dummy,XE_HEIGHT_ENABLER)
call UnitRemoveAbility(dummy,XE_HEIGHT_ENABLER)
endif
call UnitAddAbility(dummy, abilityid)
static if AUTO_RESET_MANA_COOLDOWN then
call UnitResetCooldown(dummy)
call SetUnitState(dummy, UNIT_STATE_MANA, 10000.0)
endif
if(level>1) then
call SetUnitAbilityLevel(dummy, abilityid, level)
endif
//! endtextmacro
private static integer cparent
private static integer current
private static real cexpire
//! textmacro xecast_deallocdummy
if(.recycledelay>=EPSILON) then
set .cexpire=TimerGetElapsed(.gametime)+.recycledelay
set .current=.rn
set .rn=.rn+1
loop
exitwhen (.current==0)
set .cparent=(.current-1)/2
exitwhen (.expiretime[.cparent]<=.cexpire)
set .recycle[.current]=.recycle[.cparent]
set .expiretime[.current]=.expiretime[.cparent]
set .current=.cparent
endloop
set .expiretime[.current]=.cexpire
set .recycle[.current]=dummy
call SetUnitUserData(dummy,.abilityid)
call TimerStart(.T, .expiretime[0]-TimerGetElapsed(.gametime), false, function xecast.dorecycle)
else
call SetUnitUserData(dummy,0)
call SetUnitFlyHeight(dummy,0,0)
call UnitRemoveAbility(dummy,.abilityid)
endif
//! endtextmacro
method castOnTarget takes unit target returns nothing
local unit dummy
local unit tar
//! runtextmacro xecast_allocdummy()
if (.customsource) then
call SetUnitX(dummy,.sourcex)
call SetUnitY(dummy,.sourcey)
call SetUnitFlyHeight(dummy,.sourcez,0.0)
else
call SetUnitX(dummy,GetWidgetX(target))
call SetUnitY(dummy,GetWidgetY(target))
endif
static if (FORCE_INVISIBLE_CAST) then
call UnitShareVision(target, .owningplayer, true)
call IssueTargetOrderById(dummy,this.oid,target)
call UnitShareVision(target, .owningplayer, false)
else
call IssueTargetOrderById(dummy,this.oid,target)
endif
//! runtextmacro xecast_deallocdummy()
if(.autodestroy ) then
call this.destroy()
endif
endmethod
//accepts units, items and destructables, if you know it is
// a unit it is better to use castOnTarget since that would
// be able to use FORCE_INVISIBLE_CAST if necessary.
//
method castOnWidgetTarget takes widget target returns nothing
local unit dummy
local unit tar
//! runtextmacro xecast_allocdummy()
if (.customsource) then
call SetUnitX(dummy,.sourcex)
call SetUnitY(dummy,.sourcey)
call SetUnitFlyHeight(dummy,.sourcez,0.0)
else
call SetUnitX(dummy,GetWidgetX(target))
call SetUnitY(dummy,GetWidgetY(target))
endif
call IssueTargetOrderById(dummy,this.oid,target)
//! runtextmacro xecast_deallocdummy()
if(.autodestroy ) then
call this.destroy()
endif
endmethod
method castOnPoint takes real x, real y returns nothing
local unit dummy
//! runtextmacro xecast_allocdummy()
if (.customsource) then
call SetUnitX(dummy,.sourcex)
call SetUnitY(dummy,.sourcey)
call SetUnitFlyHeight(dummy,.sourcez,0.0)
else
call SetUnitX(dummy,x)
call SetUnitY(dummy,y)
endif
call IssuePointOrderById(dummy,this.oid,x,y)
//! runtextmacro xecast_deallocdummy()
if(.autodestroy ) then
call this.destroy()
endif
endmethod
method castOnLoc takes location loc returns nothing
//debug call BJDebugMsg("Warning: Locations are in use")
//nah but I should
call .castOnPoint(GetLocationX(loc),GetLocationY(loc))
endmethod
//ignores custom source x and y (for obvious reasons)
method castInPoint takes real x, real y returns nothing
local unit dummy
//! runtextmacro xecast_allocdummy()
if (.customsource) then
call SetUnitFlyHeight(dummy,.sourcez,0.0)
endif
call SetUnitX(dummy, x)
call SetUnitY(dummy, y)
call IssueImmediateOrderById(dummy,this.oid)
//! runtextmacro xecast_deallocdummy()
if(.autodestroy ) then
call this.destroy()
endif
endmethod
method castInLoc takes location loc returns nothing
//debug call BJDebugMsg("Warning: Locations are in use")
//nah but I should
call .castInPoint(GetLocationX(loc),GetLocationY(loc))
endmethod
//===================================================================================================
// For method castOnAOE:
//
private static group enumgroup
private static real aoex
private static real aoey
private static real aoeradius
private static xecast cinstance
private static boolexpr aoefunc
// Might look wrong, but this is the way to make it consider collision size, a spell that
// got a target circle and uses this method will let the user know which units it will
// hit with the mass cast.
static method filterAOE takes nothing returns boolean
local unit u=GetFilterUnit()
if IsUnitInRangeXY(u, .aoex, .aoey, .aoeradius) then
call .cinstance.castOnTarget(u)
endif
set u=null
return false
endmethod
//
method castOnAOE takes real x, real y, real radius returns nothing
local boolean ad=this.autodestroy
if(ad) then
set this.autodestroy=false
endif
set .aoex=x
set .aoey=y
set .aoeradius=radius
set .cinstance=this
call GroupEnumUnitsInRange(.enumgroup,x,y,radius + XE_MAX_COLLISION_SIZE , .aoefunc)
if(ad) then
call this.destroy()
endif
endmethod
method castOnAOELoc takes location loc,real radius returns nothing
call .castOnAOE(GetLocationX(loc),GetLocationY(loc),radius)
endmethod
//==================================================================================================
// A quick and dirt castOnGroup method, perhaps it'll later have castOntarget inlined, but not now
//
method castOnGroup takes group g returns nothing
local boolean ad=this.autodestroy
local unit t
if(ad) then
set this.autodestroy=false
endif
loop
set t=FirstOfGroup(g)
exitwhen(t==null)
call GroupRemoveUnit(g,t)
call .castOnTarget(t)
endloop
if(ad) then
call this.destroy()
endif
endmethod
private static method removeAbility takes nothing returns boolean
local unit u=GetTriggerUnit()
if(GetUnitUserData(u)!=0) then
call PauseUnit(u,true)
endif
//This is necessary, picture a value for recycle delay that's higher than the casting time,
//for example if the spell does dps, if you leave the dummy caster with the ability and it
//is owned by an AI player it will start casting the ability on player units, so it is
// a good idea to pause it...
set u=null
return true
endmethod
//===================================================================================================
// structinit is a scope private keyword.
//
static method structinit takes nothing returns nothing
local integer i=INITIAL_DUMMY_COUNT+1
local unit u
set .aoefunc=Condition(function xecast.filterAOE)
set .enumgroup=CreateGroup()
set .abilityRemove = CreateTrigger()
loop
exitwhen (i==0)
set u=CreateUnit(Player(15),XE_DUMMY_UNITID,0,0,0)
call TriggerRegisterUnitEvent(.abilityRemove,u,EVENT_UNIT_SPELL_ENDCAST)
call UnitAddAbility(u,'Aloc')
call UnitAddAbility(u,XE_HEIGHT_ENABLER)
call UnitRemoveAbility(u,XE_HEIGHT_ENABLER)
set .dummystack[.top]=u
set .top=.top+1
set i=i-1
endloop
call TriggerAddCondition(.abilityRemove, Condition(function xecast.removeAbility ) )
set .top=.top-1
set .instantdummy=.dummystack[.top]
set .T=CreateTimer()
set .gametime=CreateTimer()
call TimerStart(.gametime,12*60*60,false,null)
endmethod
endstruct
private function init takes nothing returns nothing
call xecast.structinit()
endfunction
endlibrary
//TESH.scrollpos=147
//TESH.alwaysfold=0
library xemissile requires xefx, xebasic
//****************************************************************
//*
//* xemissile 0.9
//* -------------
//* A xemissile object is a special effect that moves like a
//* WC3's attack or spell missile.
//*
//* Please use .terminate() instead of .destroy() this ensures
//* that it will be safe to destroy it (else you would have to
//* worry about destroying it during the animation loop/etc.)
//*
//* This struct is used similarly to xecollider. Instead of just
//* creating the xemissile (which works, but it would only be a
//* xefx that can move like a missile) you probably need to make
//* it do something special when it reaches its target...
//* For this reason, you need to make a new struct extending
//* xemissile that declares an onHit method, you may also declare
//* a loopControl method.
//*
//****************************************************************
//===========================================================================
// So, this exists merely so you can declare your own event handler methods
// if interfaces make your brain blow out, please skip the next four lines.
//
private interface eventHandler
method onHit takes nothing returns nothing defaults nothing
method loopControl takes nothing returns nothing defaults nothing
endinterface
//===========================================================================
private struct missile extends eventHandler
private delegate xefx fx
// movement duration parameter.
private real time
// xy movement parameters.
private real mx
private real my
private real mvx
private real mvy
private real mvxy = 1.0
// z movement parameters.
private real mz
private real mvz
private real maz
private static location l = Location(0.0,0.0)
// target parameters.
private real tx = 0.0
private real ty = 0.0
private real tz = 0.0
private unit tu = null
public real zoffset = 0.0
private boolean update = true
private boolean launched = false
private boolean dead = false
public method operator x takes nothing returns real
return .mx
endmethod
public method operator y takes nothing returns real
return .my
endmethod
public method operator z takes nothing returns real
call MoveLocation(.l, .mx,.my)
return mz-GetLocationZ(.l)
endmethod
public method operator x= takes real r returns nothing
set .update=true
set .mx=r
endmethod
public method operator y= takes real r returns nothing
set .update=true
set .my=r
endmethod
public method operator z= takes real r returns nothing
set .update=true
call MoveLocation(.l, .mx,.my)
set .mz=r+GetLocationZ(.l)
endmethod
public method operator speed takes nothing returns real
return .mvxy/XE_ANIMATION_PERIOD
endmethod
public method operator speed= takes real newspeed returns nothing
local real factor=newspeed*XE_ANIMATION_PERIOD/.mvxy
if newspeed<=0.0 then
debug call BJDebugMsg("xemissile speed error: speed must be a non-zero positive value.")
return
endif
set .mvxy=newspeed*XE_ANIMATION_PERIOD
if .launched then
set .time=.time/factor
set .mvx=.mvx*factor
set .mvy=.mvy*factor
set .mvz=.mvz*factor
set .maz=.maz*factor*factor
endif
endmethod
public method operator targetUnit takes nothing returns unit
return this.tu
endmethod
public method operator targetUnit= takes unit u returns nothing
set .update=true
set .tu=u
set .tx=GetUnitX(u)
set .ty=GetUnitY(u)
call MoveLocation(.l, .tx,.ty)
set .tz=GetUnitFlyHeight(u)+GetLocationZ(.l)+.zoffset
endmethod
public method setTargetPoint takes real x, real y, real z returns nothing
set .update=true
set .tu=null
set .tx=x
set .ty=y
call MoveLocation(.l, .tx,.ty)
set .tz=z+GetLocationZ(.l)
endmethod
//-------- Missile launcher
public method launch takes real speed, real arc returns nothing
local real dx=.tx-.mx
local real dy=.ty-.my
local real d=SquareRoot(dx*dx+dy*dy)
local real a=Atan2(dy, dx)
local real dz=.tz-.mz
set .mvxy=speed*XE_ANIMATION_PERIOD
if speed<=0.0 then
debug call BJDebugMsg("xemissile launch error: speed must be a non-zero positive value.")
return
elseif d>0.0 then
set .time=d/speed
else
set .time=XE_ANIMATION_PERIOD
endif
set .mvz=( (d*arc)/(.time/4.0) + dz/.time )*XE_ANIMATION_PERIOD // Do some mathemagics to get a proper arc.
set .dead=.dead and not(.launched) // In case this is called from the onHit method to bounce the missile.
if not .dead and not .launched then
set .launched=true
set .V[.N]=this
set .N=.N+1
if(.N==1) then
call TimerStart(.T, XE_ANIMATION_PERIOD, true, xemissile.timerLoopFunction )
endif
endif
endmethod
//-------- Constructors and destructors
static method create takes real x, real y, real z, real a returns missile
local missile this=missile.allocate()
set .mx=x
set .my=y
call MoveLocation(.l, x,y)
set .mz=z+GetLocationZ(.l)
set .fx = xefx.create(x,y,a)
set .fx.z = z
return this
endmethod
private boolean silent=false
private method destroy takes nothing returns nothing
if(this.silent) then
call this.fx.hiddenDestroy()
else
call this.fx.destroy()
endif
call .deallocate()
endmethod
method terminate takes nothing returns nothing
set this.dead=true
set this.fx.zangle=0.0
set this.fxpath=""
endmethod
// declare hiddenDestroy so people don't call directly on the delegate xefx
method hiddenDestroy takes nothing returns nothing
set silent = true
call terminate()
endmethod
//-------- Main engine
private static timer T
private static integer N=0
private static xemissile array V
private static code timerLoopFunction //I use a code var so create can be above the timerloop function, more readable
private static method timerLoop takes nothing returns nothing
local integer i=0
local integer c=0
local thistype this
local real dx
local real dy
local real d
local real a
loop
exitwhen (i==.N )
set this=.V[i] //adopt-a-instance
if .dead then
set .launched=false
set this.fx.zangle=0.0
call .destroy()
else
if .tu!=null and GetUnitTypeId(.tu)!=0 then
set .update=true
set .tx=GetUnitX(.tu)
set .ty=GetUnitY(.tu)
call MoveLocation(.l, .tx,.ty)
set .tz=GetUnitFlyHeight(.tu)+GetLocationZ(.l)+.zoffset
endif
if .update then
set .update=false
set dx=.tx-.mx
set dy=.ty-.my
set d=SquareRoot(dx*dx+dy*dy)
set a=Atan2(dy,dx)
if d>0.0 then
set .time=d/.mvxy*XE_ANIMATION_PERIOD
else
set .time=XE_ANIMATION_PERIOD
endif
set .mvx=Cos(a)*.mvxy
set .mvy=Sin(a)*.mvxy
set .fx.xyangle=a
set .maz=2*((.tz-.mz)/.time/.time*XE_ANIMATION_PERIOD*XE_ANIMATION_PERIOD-(.mvz*XE_ANIMATION_PERIOD)/.time)
endif
set .mx=.mx+.mvx
set .my=.my+.mvy
set a=.maz/2.0
set .mvz=.mvz+a
set .mz=.mz+.mvz
set .mvz=.mvz+a
set .fx.x=.mx
set .fx.y=.my
call MoveLocation(.l, .mx,.my)
set .fx.z=.mz-GetLocationZ(.l)
set .fx.zangle=Atan2(.mvz, .mvxy)
set .time=.time-XE_ANIMATION_PERIOD
if .time<=0.0 then
set .dead=true
call this.onHit()
if .dead then
set .fxpath=""
endif
endif
set .V[c]=this
set c=c+1
if( this.loopControl.exists and not this.dead ) then
call this.loopControl()
endif
endif
set i=i+1
endloop
set .N=c
if(c==0) then
call PauseTimer(.T)
endif
endmethod
static method onInit takes nothing returns nothing
set .timerLoopFunction = (function missile.timerLoop)
set .T=CreateTimer()
endmethod
endstruct
//===========================================================================
struct xemissile extends missile
public static method create takes real x,real y,real z, real tx,real ty,real tz returns xemissile
local xemissile xm = xemissile.allocate(x,y,z, Atan2(ty-y,tx-x))
call xm.setTargetPoint(tx,ty,tz)
return xm
endmethod
endstruct
struct xehomingmissile extends xemissile
public static method create takes real x,real y,real z, unit target,real zoffset returns xehomingmissile
local xehomingmissile xm = xehomingmissile.allocate(x,y,z, GetUnitX(target), GetUnitY(target), 0.0)
set xm.zoffset=zoffset
set xm.targetUnit=target
return xm
endmethod
endstruct
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
library SimError initializer init
//**************************************************************************************************
//*
//* SimError
//*
//* Mimic an interface error message
//* call SimError(ForPlayer, msg)
//* ForPlayer : The player to show the error
//* msg : The error
//*
//* To implement this function, copy this trigger and paste it in your map.
//* Unless of course you are actually reading the library from wc3c's scripts section, then just
//* paste the contents into some custom text trigger in your map.
//*
//**************************************************************************************************
//==================================================================================================
globals
private sound error
endglobals
//====================================================================================================
function SimError takes player ForPlayer, string msg returns nothing
set msg="\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n|cffffcc00"+msg+"|r"
if (GetLocalPlayer() == ForPlayer) then
call ClearTextMessages()
call DisplayTimedTextToPlayer( ForPlayer, 0.52, 0.96, 2.00, msg )
call StartSound( error )
endif
endfunction
private function init takes nothing returns nothing
set error=CreateSoundFromLabel("InterfaceError",false,false,false,10,10)
//call StartSound( error ) //apparently the bug in which you play a sound for the first time
//and it doesn't work is not there anymore in patch 1.22
endfunction
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
/**************************************************************
*
* RegisterPlayerUnitEvent
* v4.2.0.0
* By Magtheridon96
*
* I would like to give a special thanks to Bribe, azlier
* and BBQ for improving this library. For modularity, it only
* supports player unit events.
*
* Functions passed to RegisterPlayerUnitEvent must
* return false. They can return nothing as well.
*
* Disclaimer:
* -----------
*
* - Don't use TriggerSleepAction inside registered code.
*
* API:
* ----
*
* function RegisterPlayerUnitEvent
* takes
* playerunitevent whichEvent : The event you would like to register
* code whichFunction : The code you would like to register
* returns
* nothing
*
* - Registers code that will execute when an event fires.
*
**************************************************************/
library RegisterPlayerUnitEvent // Special Thanks to Bribe and azlier
globals
private trigger array t
endglobals
function RegisterPlayerUnitEvent takes playerunitevent p, code c returns nothing
local integer i = GetHandleId(p)
local integer k = 15
if t[i] == null then
set t[i] = CreateTrigger()
loop
call TriggerRegisterPlayerUnitEvent(t[i], Player(k), p, null)
exitwhen k == 0
set k = k - 1
endloop
endif
call TriggerAddCondition(t[i], Filter(c))
endfunction
endlibrary
//TESH.scrollpos=12
//TESH.alwaysfold=0
library BoundSentinel initializer init
//*************************************************
//* BoundSentinel
//* -------------
//* Don't leave your units unsupervised, naughty
//* them may try to get out of the map bounds and
//* crash your game.
//*
//* To implement, just get a vJass compiler and
//* copy this library/trigger to your map.
//*
//*************************************************
//==================================================
//=========================================================================================
globals
private constant boolean ALLOW_OUTSIDE_PLAYABLE_MAP_AREA = false
private real maxx
private real maxy
private real minx
private real miny
endglobals
//=======================================================================
private function dis takes nothing returns boolean
local unit u=GetTriggerUnit()
local real x=GetUnitX(u)
local real y=GetUnitY(u)
if(x>maxx) then
set x=maxx
elseif(x<minx) then
set x=minx
endif
if(y>maxy) then
set y=maxy
elseif(y<miny) then
set y=miny
endif
call SetUnitX(u,x)
call SetUnitY(u,y)
set u=null
return false
endfunction
private function init takes nothing returns nothing
local trigger t = CreateTrigger()
local region r = CreateRegion()
local rect map
local rect rc
if ALLOW_OUTSIDE_PLAYABLE_MAP_AREA then
set map = GetWorldBounds()
else
set map = bj_mapInitialPlayableArea
endif
set minx = GetRectMinX(map)
set miny = GetRectMinY(map)
set maxx = GetRectMaxX(map)
set maxy = GetRectMaxY(map)
set rc=Rect(minx,miny,maxx,maxy)
call RegionAddRect(r, rc)
call RemoveRect(rc)
if ALLOW_OUTSIDE_PLAYABLE_MAP_AREA then
call RemoveRect(map)
endif
call TriggerRegisterLeaveRegion(t,r, null)
call TriggerAddCondition(t, Condition(function dis))
set rc=null
set map = null
endfunction
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* F R O S T A R R O W S V 1.01
*
* Written by DualShock (IBornForThis100)
* [17.02.2012]
*
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* Spell Description:
* Fires a frost arrow into the sky which explodes and scatters
* at the center of the point target, showering the target area.
* Deals amount of damage each.
*
* CREDITS:
* -------
*
* Vexorian XE libraries:
* [URL]http://www.wc3c.net/showthread.php?t=101150[URL]
*
* - xebasic
* - xemissile
* - xecast
* - xefx
* - xedamage
*
* RegisterPlayerUnitEvent by Magtheridon96
* [URL]http://www.hiveworkshop.com/forums/jass-resources-412/snippet-registerplayerunitevent-203338/[URL]
* TimerUtils by Vexorian
* [URL]http://www.wc3c.net/showthread.php?t=101322[URL]
* BoundSentinel by Vexorian
* [URL]http://www.wc3c.net/showthread.php?t=102576[URL]
*
* HOW TO IMPORT:
* -------------
*
* - copy spells (Object Editor)
* - copy dummy unit (Object Editor)
* - copy dummy.mdx model
* - copy libraries and spell trigger
* - edit raw-codes in spell settings, xebasic
*
* UPDATE HISTORY:
* --------------
* ~ v1.00 First Release.
* ~ v1.01 optimized code, added comments and import documentation, removed xepreload
*
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
library FrostArrows uses RegisterPlayerUnitEvent, TimerUtils, SimError, xemissile, xecast, xedamage optional BoundSentinel
//*================================================================================
//* C O N F I G U R A T I O N M E N U
//*================================================================================
globals
private constant integer SPELL_ID = 'A000' //spell raw code
private constant integer FROST_NOVA_ID = 'A001' //dummy spell id
private constant string DUMMY_ORDER = "frostnova" //dummy order
private constant boolean PRELOAD = true // preload dummy ability?
private constant string ARROW_MODEL = "Abilities\\Spells\\Other\\FrostArrows\\NagaColdArrowMissile.mdl" //missile fx path
private constant string EFFECT = "Abilities\\Spells\\Undead\\FrostNova\\FrostNovaTarget.mdl" //explode sfx
private constant real ARROW_SCALE = 1. //arrow scale
private constant real MAX_HEIGHT = 500. // explode height
private constant real SPEED = 800.
private constant real ARC = 0.15
private constant real MIN_DIST = 300. // min cast range
private constant string ERROR_MSG = "Inside Minimum Range."
endglobals
private function GetAoE takes integer lvl returns real
return 400. // spell aoe, must match the object editor field
endfunction
private function GetDamage takes integer lvl returns real
return 25. * lvl // deals damage each arrow
endfunction
private function GetArrowCount takes integer lvl returns integer
return 12 //how many arrows
endfunction
private function GetArrowAoE takes integer lvl returns real
return 125. // collision size each arrow
endfunction
//xedamage options:
private function DamageOptions takes xedamage spellDamage returns nothing
set spellDamage.dtype = DAMAGE_TYPE_MAGIC
set spellDamage.atype = ATTACK_TYPE_NORMAL
set spellDamage.exception = UNIT_TYPE_STRUCTURE //don't damage building
set spellDamage.visibleOnly = false //only damage visible unit
set spellDamage.damageAllies = false //damage allies if true
set spellDamage.damageTrees = true //damage destructables?
endfunction
//*================================================================================
//* E N D O F C O N F I G U R A T I O N M E N U
//*================================================================================
globals
xedamage xed
xecast xec
endglobals
struct Arrow extends xemissile
unit caster
real tx
real ty
integer lvl
private method onHit takes nothing returns nothing
call xed.damageAOE(.caster,.tx, .ty, GetArrowAoE(.lvl), GetDamage(.lvl))
set xec.owningplayer = GetOwningPlayer(.caster)
call xec.castOnAOE(.tx,.ty, GetArrowAoE(.lvl))
endmethod
static method start takes unit c, real x, real y, real tx, real ty, integer lvl returns nothing
local thistype this = thistype.allocate(x,y,MAX_HEIGHT,tx,ty,45.)
local real dist = SquareRoot((x - tx) * (x - tx) + (y - ty) * (y - ty))
local real speed = dist * (SPEED / GetAoE(.lvl))
set .fxpath = ARROW_MODEL
set .scale = ARROW_SCALE
set .lvl = lvl
set .caster = c
set .tx = tx
set .ty = ty
call .launch(speed,ARC)
endmethod
endstruct
private struct MainArrow extends xemissile
unit caster
integer lvl
real sx
real sy
real tx
real ty
xefx sfx
private method onHit takes nothing returns nothing
local integer i
local real angle
local real dis
local real tx
local real ty
//sfx:
set .sfx = xefx.create(.sx, .sy, 0.)
set .sfx.z = MAX_HEIGHT
set .sfx.fxpath = EFFECT
set .sfx.alpha = 0
call .sfx.destroy()
set i = GetArrowCount(.lvl)
loop
exitwhen i == 0
set angle = GetRandomReal(0., 2. * bj_PI)
set dis = GetRandomReal(1., GetAoE(.lvl))
set tx = .tx + dis * Cos (angle)
set ty = .ty + dis * Sin (angle)
call Arrow.start(.caster, .sx, .sy, tx, ty, .lvl)
set i = i - 1
endloop
endmethod
private static method start takes unit u, real x, real y, integer lvl returns nothing
local real unitX = GetUnitX(u)
local real unitY = GetUnitY(u)
local real dx = x - unitX
local real dy = y - unitY
local real a = Atan2(dy, dx)
local real dist = SquareRoot(dx*dx + dy*dy)/2
local real tx = unitX + dist * Cos(a)
local real ty = unitY + dist * Sin(a)
local thistype this = thistype.allocate(unitX, unitY, 45, tx, ty, MAX_HEIGHT)
set this.fxpath = ARROW_MODEL
set this.scale = ARROW_SCALE
set this.lvl = lvl
set this.caster = u
set this.sx = tx
set this.sy = ty
set this.tx = x
set this.ty = y
call this.launch(SPEED, ARC)
endmethod
private static method SpellEffect takes nothing returns nothing
if GetSpellAbilityId() == SPELL_ID then
call thistype.start(GetTriggerUnit(),GetSpellTargetX(), GetSpellTargetY(), GetUnitAbilityLevel(GetTriggerUnit(),SPELL_ID))
endif
endmethod
private static method Check takes nothing returns nothing
local unit u = GetTriggerUnit()
local real dx = GetUnitX(u) - GetSpellTargetX()
local real dy = GetUnitY(u) - GetSpellTargetY()
if GetSpellAbilityId() == SPELL_ID and dx * dx + dy * dy < MIN_DIST * MIN_DIST then
call SimError(GetOwningPlayer(u), ERROR_MSG)
call PauseUnit(u, true)
call IssueImmediateOrder(u, "stop")
call PauseUnit(u, false)
endif
set u = null
endmethod
private static method onInit takes nothing returns nothing
call RegisterPlayerUnitEvent( EVENT_PLAYER_UNIT_SPELL_EFFECT, function thistype.SpellEffect )
call RegisterPlayerUnitEvent( EVENT_PLAYER_UNIT_SPELL_CHANNEL, function thistype.Check )
//xecast options:
set xec = xecast.create()
set xec.abilityid = FROST_NOVA_ID
set xec.orderstring = DUMMY_ORDER
//xe damage init:
set xed = xedamage.create()
call DamageOptions(xed)
//preload sfx and dummy ability:
static if PRELOAD then //preload enabled?
set bj_lastCreatedUnit = CreateUnit(Player(15), XE_DUMMY_UNITID, 0, 0, 0)
call UnitAddAbility(bj_lastCreatedUnit, FROST_NOVA_ID)
call RemoveUnit(bj_lastCreatedUnit)
call Preload(ARROW_MODEL)
call Preload(EFFECT)
endif
endmethod
endstruct
endlibrary