Name | Type | is_array | initial_value |
//TESH.scrollpos=235
//TESH.alwaysfold=0
//==========================================================================================
// Storm v1.04 by watermelon_1234
//******************************************************************************************
// Libraries required: (Libraries with * are optional)
// - DestructableLib
// - TimerUtils
// - TimedHandles
// - xe system (xebasic and xefx)
// * GroupUtils
//##########################################################################################
// Importing:
// 1. Copy the ability, Diabolic Countdown.
// 2. Copy this trigger.
// 3. Implement the required libraries.
// 4. Configure the spell.
//==========================================================================================
scope Storm
native UnitAlive takes unit id returns boolean // It's not neccessary, but you can remove this line if it was already declared
// Provided as an easier way to use another method that detects if a unit is alive.
private function IsUnitAlive takes unit u returns boolean
return UnitAlive(u) // GetWidgetLife(u) > 0.405
endfunction
globals
private constant integer SPELL_ID = 'A000' // The raw id of the Storm ability
private constant real STORM_TIME_LOOP = 1 // How often the storm will hit.
private constant real FIRE_TIME_LOOP = 0.25 // How often the fire will damage nearby enemy units. How long the FIRE_DMG_SFX will be shown is also equal to this.
private constant real FIRE_AREA = 100. // The area where the fire will damage units.
// SFX settings
private constant boolean DO_PRELOAD = true // Determines whether or not to preload the special effects.
private constant string BOLT_PATH = "FORK" // This determines what kind of lightning will be created for the bolt
private constant real BOLT_DUR = 0.5 // How long the bolt will be seen
private constant real BOLT_HEIGHT = 2000. // The Height, or z the bolt will be created from at its starting point
private constant real BOLT_DEVIATE = 200. // How much deviation the bolt can have in its x and y from its starting point
private constant string IMPACT_SFX = "Abilities\\Spells\\Human\\Thunderclap\\ThunderClapCaster.mdl" // An extra SFX that plays when the bolt is created
private constant string SHOCK_SFX = "Abilities\\Weapons\\Bolt\\BoltImpact.mdl" // An extra SFX to be played when the bolt is created
private constant string FIRE_SFX = "Doodads\\Cinematic\\TownBurningFireEmitter\\TownBurningFireEmitter.mdl" // Path for the fire
private constant real FIRE_SCALE = .7 // Scaling for the fire sfx
private constant string FIRE_DMG_SFX = "Abilities\\Spells\\Other\\ImmolationRed\\ImmolationRedDamage.mdl" // Path for the sfx that damages units by the fire. Played every FIRE_TIME_LOOP.
private constant string FIRE_DMG_SFX_ATTACH = "origin" // Attachment point for the sfx.
// Damage Settings (Both bolt and fire)
private constant attacktype ATK_TYPE = ATTACK_TYPE_NORMAL
private constant damagetype DMG_TYPE = DAMAGE_TYPE_UNIVERSAL
private constant weapontype WPN_TYPE = null
endglobals
// Determines which units will be damaged by the bolt. Default targets: alive, enemy units, and non-magic immune units
private function BoltAffectedTargets takes unit targ, player owner returns boolean
return IsUnitAlive(targ) and IsUnitEnemy(targ,owner) and not IsUnitType(targ,UNIT_TYPE_MAGIC_IMMUNE)
endfunction
// Determines which units can be hurt by the fire. Default targets: alive, enemy units, and non-flying units
private function FireAffectedTargets takes unit targ, player owner returns boolean
return IsUnitAlive(targ) and IsUnitEnemy(targ,owner) and not IsUnitType(targ,UNIT_TYPE_FLYING)
endfunction
// The entire area of the spell where all units in this AoE will get hurt.
private function FullArea takes integer lvl returns real
return 250. +0*lvl
endfunction
// The damage all units will receive if they're in the FullArea
private function FullDamage takes integer lvl returns real
return 25.+15*lvl
endfunction
// This determines the center area where targets will get extra damage
private function CenterArea takes integer lvl returns real
return 100. +0*lvl
endfunction
// The extra damage targets will receive if they're in the CenterArea
private function CenterDamage takes integer lvl returns real
return 15.+10*lvl
endfunction
// How much damage the fire deals per second
private constant function FireDamage takes integer lvl returns real
return 2. + 3*lvl
endfunction
// The duration of the spell, how long the storm will last.
private function StormDuration takes integer lvl returns real
return 6.
endfunction
// How long the fire will last.
private function FireDuration takes integer lvl returns real
return 4.+2*lvl
endfunction
//==========================================================================================
// END OF CONFIGURATION
//==========================================================================================
globals
private rect TempRect = Rect(0,0,0,0) // Used to destroy trees in.
private location TempLoc = Location(0,0) // Used for the lightning height.
private group g // Used if GroupUtils is not in the map.
endglobals
// Creates a fire whenever a tree is destroyed; damages nearby enemy ground units.
private struct Fire
unit cast
xefx fire
real dmg
real dur
real count = 0
timer tim
static thistype temp
static method groupActions takes nothing returns boolean
local unit u = GetFilterUnit()
if FireAffectedTargets(u,GetOwningPlayer(temp.cast)) then
call DestroyEffectTimed(AddSpecialEffectTarget(FIRE_DMG_SFX,u,FIRE_DMG_SFX_ATTACH),FIRE_TIME_LOOP)
call UnitDamageTarget(temp.cast,u,temp.dmg,false,true,ATK_TYPE,DMG_TYPE,WPN_TYPE)
endif
set u = null
return false
endmethod
static method onLoop takes nothing returns nothing
local thistype this = GetTimerData(GetExpiredTimer())
if .count < .dur then
set .count = .count + FIRE_TIME_LOOP
set temp = this
static if LIBRARY_GroupUtils then
call GroupEnumUnitsInArea(ENUM_GROUP,.fire.x,.fire.y,FIRE_AREA,Filter(function thistype.groupActions))
else
call GroupEnumUnitsInRange(g,.fire.x,.fire.y,FIRE_AREA,Filter(function thistype.groupActions))
endif
else
call .fire.destroy()
call ReleaseTimer(.tim)
call .destroy()
endif
endmethod
static method create takes unit c, integer l, real x, real y returns thistype
local thistype this = thistype.allocate()
set .cast = c
set .dmg = FireDamage(l)*FIRE_TIME_LOOP
set .dur = FireDuration(l)
set .fire = xefx.create(x,y,0)
set .fire.fxpath = FIRE_SFX
set .fire.scale = FIRE_SCALE
set .tim = NewTimer()
call SetTimerData(.tim,this)
call TimerStart(.tim,FIRE_TIME_LOOP,true,function thistype.onLoop)
return this
endmethod
endstruct
// The main code for the storm
private struct Data
unit cast
integer lvl
real x
real y
real area
real count = 0 // This will be used to count how many times the spell should run
timer tim
static thistype temp
//Starts the spell
static method create takes unit c, real x, real y returns thistype
local thistype this = thistype.allocate()
set .cast = c
set .x = x
set .y = y
set .lvl = GetUnitAbilityLevel(.cast,SPELL_ID)
set .area = FullArea(.lvl)
set .tim = NewTimer()
call SetTimerData(.tim,this)
call TimerStart(.tim,STORM_TIME_LOOP,true,function thistype.onLoop)
return this
endmethod
// This method deals with the fire created from trees
static method treeActions takes nothing returns nothing
local destructable d = GetEnumDestructable()
if not IsDestructableDead(d) and IsDestructableTree(d) then
call KillDestructable(d)
call Fire.create(temp.cast,temp.lvl,GetDestructableX(d),GetDestructableY(d))
endif
set d = null
endmethod
static method groupActions takes nothing returns boolean
local unit u = GetFilterUnit()
if BoltAffectedTargets(u,GetOwningPlayer(temp.cast)) then
call UnitDamageTarget(temp.cast,u,FullDamage(temp.lvl)*STORM_TIME_LOOP,false,true,ATK_TYPE,DMG_TYPE,WPN_TYPE)
// Deals extra damage if u is still alive and within CenterArea.
if IsUnitAlive(u) then
if SquareRoot((GetUnitX(u)-temp.x)*(GetUnitX(u)-temp.x) + (GetUnitY(u)-temp.y)*(GetUnitY(u)-temp.y)) <= CenterArea(temp.lvl) then
call UnitDamageTarget(temp.cast,u,CenterDamage(temp.lvl)*STORM_TIME_LOOP,false,true,ATK_TYPE,DMG_TYPE,WPN_TYPE)
endif
endif
endif
set u = null
return false
endmethod
// Basically where the storm is done.
static method onLoop takes nothing returns nothing
local thistype this = GetTimerData(GetExpiredTimer())
if .count < StormDuration(.lvl) then
set .count = .count + STORM_TIME_LOOP
set temp = this
call SetRect(TempRect,.x-.area,.y-.area,.x+.area,.y+.area)
call EnumDestructablesInRect(TempRect,null,function thistype.treeActions)
call MoveLocation(TempLoc,.x,.y)
call DestroyLightningTimed(AddLightningEx(BOLT_PATH,true,GetRandomReal(-BOLT_DEVIATE,BOLT_DEVIATE)+.x,GetRandomReal(-BOLT_DEVIATE,BOLT_DEVIATE)+.y,BOLT_HEIGHT,.x,.y,GetLocationZ(TempLoc)),BOLT_DUR)
call DestroyEffect(AddSpecialEffect(IMPACT_SFX,.x,.y))
call DestroyEffect(AddSpecialEffect(SHOCK_SFX,.x,.y))
static if LIBRARY_GroupUtils then
call GroupEnumUnitsInArea(ENUM_GROUP,.x,.y,.area,Filter(function thistype.groupActions))
else
call GroupEnumUnitsInRange(g,.x,.y,.area,Filter(function thistype.groupActions))
endif
else
call ReleaseTimer(.tim)
call .destroy()
endif
endmethod
static method spellActions takes nothing returns boolean
if GetSpellAbilityId() == SPELL_ID then
call thistype.create(GetTriggerUnit(),GetSpellTargetX(),GetSpellTargetY())
endif
return false
endmethod
static method onInit takes nothing returns nothing
local trigger t = CreateTrigger()
call TriggerRegisterAnyUnitEventBJ(t,EVENT_PLAYER_UNIT_SPELL_EFFECT)
call TriggerAddCondition(t,Condition(function thistype.spellActions))
static if not LIBRARY_GroupUtils then
set g = CreateGroup()
endif
static if DO_PRELOAD then
call Preload(IMPACT_SFX)
call Preload(SHOCK_SFX)
call Preload(FIRE_SFX)
call Preload(FIRE_DMG_SFX)
endif
endmethod
endstruct
endscope
//TESH.scrollpos=19
//TESH.alwaysfold=0
library DestructableLib initializer Initialization
//* ============================================================================ *
//* Made by PitzerMike *
//* *
//* I made this to detect if a destructable is a tree or not. It works not only *
//* for the standard trees but also for custom destructables created with the *
//* object editor. It uses a footie as a dummy with the goul's harvest ability. *
//* The dummy ids can be changed though. I also added the IsDestructableDead *
//* function for completeness. *
//* ============================================================================ *
globals
private constant integer DUMMY_UNIT_ID = 'hfoo' // footman
private constant integer HARVEST_ID = 'Ahrl' // ghouls harvest
private constant player OWNING_PLAYER = Player(15)
private unit dummy = null
endglobals
function IsDestructableDead takes destructable dest returns boolean
return GetDestructableLife(dest) <= 0.405
endfunction
function IsDestructableTree takes destructable dest returns boolean
local boolean result = false
if (dest != null) then
call PauseUnit(dummy, false)
set result = IssueTargetOrder(dummy, "harvest", dest)
call PauseUnit(dummy, true) // stops order
endif
return result
endfunction
private function Initialization takes nothing returns nothing
set dummy = CreateUnit(OWNING_PLAYER, DUMMY_UNIT_ID, 0.0, 0.0, 0.0)
call ShowUnit(dummy, false) // cannot enumerate
call UnitAddAbility(dummy, HARVEST_ID)
call UnitAddAbility(dummy, 'Aloc') // unselectable, invulnerable
call PauseUnit(dummy, true)
endfunction
endlibrary
//TESH.scrollpos=8
//TESH.alwaysfold=0
library TimerUtils initializer init
//*********************************************************************
//* TimerUtils (red+blue+orange flavors for 1.24b+)
//* ----------
//*
//* 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.wc3c.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.
//*
//* Multi-flavor:
//* Set USE_HASH_TABLE to true if you don't want to complicate your life.
//*
//* If you like speed and giberish try learning about the other flavors.
//*
//********************************************************************
//================================================================
globals
//How to tweak timer utils:
// USE_HASH_TABLE = true (new blue)
// * SAFEST
// * SLOWEST (though hash tables are kind of fast)
//
// USE_HASH_TABLE = false, USE_FLEXIBLE_OFFSET = true (orange)
// * kinda safe (except there is a limit in the number of timers)
// * ALMOST FAST
//
// USE_HASH_TABLE = false, USE_FLEXIBLE_OFFSET = false (red)
// * THE FASTEST (though is only faster than the previous method
// after using the optimizer on the map)
// * THE LEAST SAFE ( you may have to tweak OFSSET manually for it to
// work)
//
private constant boolean USE_HASH_TABLE = true
private constant boolean USE_FLEXIBLE_OFFSET = false
private constant integer OFFSET = 0x100000
private integer VOFFSET = OFFSET
//Timers to preload at map init:
private constant integer QUANTITY = 256
//Changing this to something big will allow you to keep recycling
// timers even when there are already AN INCREDIBLE AMOUNT of timers in
// the stack. But it will make things far slower so that's probably a bad idea...
private constant integer ARRAY_SIZE = 8190
endglobals
//==================================================================================================
globals
private integer array data[ARRAY_SIZE]
private hashtable ht
endglobals
//It is dependent on jasshelper's recent inlining optimization in order to perform correctly.
function SetTimerData takes timer t, integer value returns nothing
static if(USE_HASH_TABLE) then
// new blue
call SaveInteger(ht,0,GetHandleId(t), value)
elseif (USE_FLEXIBLE_OFFSET) then
// orange
static if (DEBUG_MODE) then
if(GetHandleId(t)-VOFFSET<0) then
call BJDebugMsg("SetTimerData: Wrong handle id, only use SetTimerData on timers created by NewTimer")
endif
endif
set data[GetHandleId(t)-VOFFSET]=value
else
// new red
static if (DEBUG_MODE) then
if(GetHandleId(t)-OFFSET<0) then
call BJDebugMsg("SetTimerData: Wrong handle id, only use SetTimerData on timers created by NewTimer")
endif
endif
set data[GetHandleId(t)-OFFSET]=value
endif
endfunction
function GetTimerData takes timer t returns integer
static if(USE_HASH_TABLE) then
// new blue
return LoadInteger(ht,0,GetHandleId(t) )
elseif (USE_FLEXIBLE_OFFSET) then
// orange
static if (DEBUG_MODE) then
if(GetHandleId(t)-VOFFSET<0) then
call BJDebugMsg("SetTimerData: Wrong handle id, only use SetTimerData on timers created by NewTimer")
endif
endif
return data[GetHandleId(t)-VOFFSET]
else
// new red
static if (DEBUG_MODE) then
if(GetHandleId(t)-OFFSET<0) then
call BJDebugMsg("SetTimerData: Wrong handle id, only use SetTimerData on timers created by NewTimer")
endif
endif
return data[GetHandleId(t)-OFFSET]
endif
endfunction
//==========================================================================================
globals
private timer array tT[ARRAY_SIZE]
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
//If this happens then the QUANTITY rule has already been broken, try to fix the
// issue, else fail.
debug call BJDebugMsg("NewTimer: Warning, Exceeding TimerUtils_QUANTITY, make sure all timers are getting recycled correctly")
static if( not USE_HASH_TABLE) then
debug call BJDebugMsg("In case of errors, please increase it accordingly, or set TimerUtils_USE_HASH_TABLE to true")
set tT[0]=CreateTimer()
static if( USE_FLEXIBLE_OFFSET) then
if (GetHandleId(tT[0])-VOFFSET<0) or (GetHandleId(tT[0])-VOFFSET>=ARRAY_SIZE) then
//all right, couldn't fix it
call BJDebugMsg("NewTimer: Unable to allocate a timer, you should probably set TimerUtils_USE_HASH_TABLE to true or fix timer leaks.")
return null
endif
else
if (GetHandleId(tT[0])-OFFSET<0) or (GetHandleId(tT[0])-OFFSET>=ARRAY_SIZE) then
//all right, couldn't fix it
call BJDebugMsg("NewTimer: Unable to allocate a timer, you should probably set TimerUtils_USE_HASH_TABLE to true or fix timer leaks.")
return null
endif
endif
endif
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==ARRAY_SIZE) 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
local integer i=0
local integer o=-1
local boolean oops = false
static if( USE_HASH_TABLE ) then
set ht = InitHashtable()
loop
exitwhen(i==QUANTITY)
set tT[i]=CreateTimer()
call SetTimerData(tT[i], HELD)
set i=i+1
endloop
set tN = QUANTITY
else
loop
set i=0
loop
exitwhen (i==QUANTITY)
set tT[i] = CreateTimer()
if(i==0) then
set VOFFSET = GetHandleId(tT[i])
static if(USE_FLEXIBLE_OFFSET) then
set o=VOFFSET
else
set o=OFFSET
endif
endif
if (GetHandleId(tT[i])-o>=ARRAY_SIZE) then
exitwhen true
endif
if (GetHandleId(tT[i])-o>=0) then
set i=i+1
endif
endloop
set tN = i
exitwhen(tN == QUANTITY)
set oops = true
exitwhen not USE_FLEXIBLE_OFFSET
debug call BJDebugMsg("TimerUtils_init: Failed a initialization attempt, will try again")
endloop
if(oops) then
static if ( USE_FLEXIBLE_OFFSET) then
debug call BJDebugMsg("The problem has been fixed.")
//If this message doesn't appear then there is so much
//handle id fragmentation that it was impossible to preload
//so many timers and the thread crashed! Therefore this
//debug message is useful.
elseif(DEBUG_MODE) then
call BJDebugMsg("There were problems and the new timer limit is "+I2S(i))
call BJDebugMsg("This is a rare ocurrence, if the timer limit is too low:")
call BJDebugMsg("a) Change USE_FLEXIBLE_OFFSET to true (reduces performance a little)")
call BJDebugMsg("b) or try changing OFFSET to "+I2S(VOFFSET) )
endif
endif
endif
endfunction
endlibrary
//TESH.scrollpos=49
//TESH.alwaysfold=0
//***************************************************************************
//*
//* TimedHandles - By TriggerHappy187
//*
//***************************************************************************
//*
//* Installation
//* Simply copy this script into your map, as well as TimerUtils.
//*
//***************************************************************************
//*
//* Documentation
//*
//* All this script does it associates a handle to a
//* timer and then destroys the handle upon the timer's expiration.
//*
//***************************************************************************
//*
//* The Public Functions
//*
//* $DESTROY$Timed - Starts the handle and it's timer, once it expires
//* the handle will be destroyed.
//*
//***************************************************************************
//*
//* Examples
//*
//* call DestroyEffectTimed(AddSpecialEffect("MODELNAME", X, X), 2)
//* call DestroyEffectTimed(AddSpecialEffectTarget("MODELNAME", unit, "attachment-point"), 2)
//*
//***************************************************************************
library TimedHandles requires TimerUtils
//! textmacro TIMEDHANDLES takes HANDLE,DESTROY
struct $HANDLE$timed
$HANDLE$ $HANDLE$_var
private static method remove takes nothing returns nothing
local timer t = GetExpiredTimer()
local $HANDLE$timed d = GetTimerData(t)
call $DESTROY$(d.$HANDLE$_var)
call ReleaseTimer(t)
call d.destroy()
endmethod
static method create takes $HANDLE$ h, real timeout returns $HANDLE$timed
local $HANDLE$timed t = $HANDLE$timed.allocate()
local timer ti = NewTimer()
set t.$HANDLE$_var = h
call SetTimerData(ti, t)
call TimerStart(ti, timeout, false, function $HANDLE$timed.remove)
return t
endmethod
endstruct
function $DESTROY$Timed takes $HANDLE$ h, real duration returns nothing
call $HANDLE$timed.create(h, duration)
endfunction
//! endtextmacro
//! runtextmacro TIMEDHANDLES("effect","DestroyEffect")
//! runtextmacro TIMEDHANDLES("lightning","DestroyLightning")
//! runtextmacro TIMEDHANDLES("weathereffect","RemoveWeatherEffect")
//! runtextmacro TIMEDHANDLES("item","RemoveItem")
//! runtextmacro TIMEDHANDLES("ubersplat","DestroyUbersplat")
endlibrary
//TESH.scrollpos=32
//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=82
//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 GroupUtils initializer Init requires optional xebasic
//******************************************************************************
//* BY: Rising_Dusk
//*
//* This library is a combination of several features relevant to groups. First
//* and foremost, it contains a group stack that you can access dynamic groups
//* from. It also provides means to refresh groups and clear any shadow
//* references within them. The included boolexprs are there for backwards
//* compatibility with maps that happen to use them. Since the 1.24c patch,
//* null boolexprs used in GroupEnumUnits* calls no longer leak, so there is no
//* performance gain to using the BOOLEXPR_TRUE constant.
//*
//* Instead of creating/destroying groups, we have moved on to recycling them.
//* NewGroup pulls a group from the stack and ReleaseGroup adds it back. Always
//* remember to call ReleaseGroup on a group when you are done using it. If you
//* fail to do so enough times, the stack will overflow and no longer work.
//*
//* GroupRefresh cleans a group of any shadow references which may be clogging
//* its hashtable. If you remove a unit from the game who is a member of a unit
//* group, it will 'effectively' remove the unit from the group, but leave a
//* shadow in its place. Calling GroupRefresh on a group will clean up any
//* shadow references that may exist within it. It is only worth doing this on
//* groups that you plan to have around for awhile.
//*
//* Constants that can be used from the library:
//* [group] ENUM_GROUP As you might expect, this group is good for
//* when you need a group just for enumeration.
//* [boolexpr] BOOLEXPR_TRUE This is a true boolexpr, which is important
//* because a 'null' boolexpr in enumeration
//* calls results in a leak. Use this instead.
//* [boolexpr] BOOLEXPR_FALSE This exists mostly for completeness.
//*
//* This library also includes a simple implementation of a group enumeration
//* call that factors collision of units in a given area of effect. This is
//* particularly useful because GroupEnumUnitsInRange doesn't factor collision.
//*
//* In your map, you can just replace all instances of GroupEnumUnitsInRange
//* with GroupEnumUnitsInArea with identical arguments and your spells will
//* consider all units colliding with the area of effect. After calling this
//* function as you would normally call GroupEnumUnitsInRange, you are free to
//* do anything with the group that you would normally do.
//*
//* If you don't use xebasic in your map, you may edit the MAX_COLLISION_SIZE
//* variable below and the library will use that as the added radius to check.
//* If you use xebasic, however, the script will automatically use xe's
//* collision size variable.
//*
//* You are also able to use GroupUnitsInArea. This function returns all units
//* within the area, no matter what they are, which can be convenient for those
//* instances where you actually want that.
//*
//* Example usage:
//* local group MyGroup = NewGroup()
//* call GroupRefresh(MyGroup)
//* call ReleaseGroup(MyGroup)
//* call GroupEnumUnitsInArea(ENUM_GROUP, x, y, 350., BOOLEXPR_TRUE)
//* call GroupUnitsInArea(ENUM_GROUP, x, y, 350.)
//*
globals
//If you don't have xebasic in your map, this value will be used instead.
//This value corresponds to the max collision size of a unit in your map.
private constant real MAX_COLLISION_SIZE = 197.
//If you are insane and don't care about any of the protection involved in
//this library, but want this script to be really fast, set this to true.
private constant boolean LESS_SAFETY = false
endglobals
globals
//* Constants that are available to the user
group ENUM_GROUP = CreateGroup()
boolexpr BOOLEXPR_TRUE = null
boolexpr BOOLEXPR_FALSE = null
endglobals
globals
//* Hashtable for debug purposes
private hashtable ht = InitHashtable()
//* Temporary references for GroupRefresh
private boolean Flag = false
private group Refr = null
//* Arrays and counter for the group stack
private group array Groups
private integer Count = 0
//* Variables for use with the GroupUnitsInArea function
private real X = 0.
private real Y = 0.
private real R = 0.
private hashtable H = InitHashtable()
endglobals
private function HookDestroyGroup takes group g returns nothing
if g == ENUM_GROUP then
call BJDebugMsg(SCOPE_PREFIX+"Warning: ENUM_GROUP destroyed")
endif
endfunction
debug hook DestroyGroup HookDestroyGroup
private function AddEx takes nothing returns nothing
if Flag then
call GroupClear(Refr)
set Flag = false
endif
call GroupAddUnit(Refr, GetEnumUnit())
endfunction
function GroupRefresh takes group g returns nothing
set Flag = true
set Refr = g
call ForGroup(Refr, function AddEx)
if Flag then
call GroupClear(g)
endif
endfunction
function NewGroup takes nothing returns group
if Count == 0 then
set Groups[0] = CreateGroup()
else
set Count = Count - 1
endif
static if not LESS_SAFETY then
call SaveInteger(ht, 0, GetHandleId(Groups[Count]), 1)
endif
return Groups[Count]
endfunction
function ReleaseGroup takes group g returns boolean
local integer id = GetHandleId(g)
static if LESS_SAFETY then
if g == null then
debug call BJDebugMsg(SCOPE_PREFIX+"Error: Null groups cannot be released")
return false
elseif Count == 8191 then
debug call BJDebugMsg(SCOPE_PREFIX+"Error: Max groups achieved, destroying group")
call DestroyGroup(g)
return false
endif
else
if g == null then
debug call BJDebugMsg(SCOPE_PREFIX+"Error: Null groups cannot be released")
return false
elseif not HaveSavedInteger(ht, 0, id) then
debug call BJDebugMsg(SCOPE_PREFIX+"Error: Group not part of stack")
return false
elseif LoadInteger(ht, 0, id) == 2 then
debug call BJDebugMsg(SCOPE_PREFIX+"Error: Groups cannot be multiply released")
return false
elseif Count == 8191 then
debug call BJDebugMsg(SCOPE_PREFIX+"Error: Max groups achieved, destroying group")
call DestroyGroup(g)
return false
endif
call SaveInteger(ht, 0, id, 2)
endif
call GroupClear(g)
set Groups[Count] = g
set Count = Count + 1
return true
endfunction
private function Filter takes nothing returns boolean
return IsUnitInRangeXY(GetFilterUnit(), X, Y, R)
endfunction
private function HookDestroyBoolExpr takes boolexpr b returns nothing
local integer bid = GetHandleId(b)
if HaveSavedHandle(H, 0, bid) then
//Clear the saved boolexpr
call DestroyBoolExpr(LoadBooleanExprHandle(H, 0, bid))
call RemoveSavedHandle(H, 0, bid)
endif
endfunction
hook DestroyBoolExpr HookDestroyBoolExpr
private constant function GetRadius takes real radius returns real
static if LIBRARY_xebasic then
return radius+XE_MAX_COLLISION_SIZE
else
return radius+MAX_COLLISION_SIZE
endif
endfunction
function GroupEnumUnitsInArea takes group whichGroup, real x, real y, real radius, boolexpr filter returns nothing
local real prevX = X
local real prevY = Y
local real prevR = R
local integer bid = 0
//Set variables to new values
set X = x
set Y = y
set R = radius
if filter == null then
//Adjusts for null boolexprs passed to the function
set filter = Condition(function Filter)
else
//Check for a saved boolexpr
set bid = GetHandleId(filter)
if HaveSavedHandle(H, 0, bid) then
//Set the filter to use to the saved one
set filter = LoadBooleanExprHandle(H, 0, bid)
else
//Create a new And() boolexpr for this filter
set filter = And(Condition(function Filter), filter)
call SaveBooleanExprHandle(H, 0, bid, filter)
endif
endif
//Enumerate, if they want to use the boolexpr, this lets them
call GroupEnumUnitsInRange(whichGroup, x, y, GetRadius(radius), filter)
//Give back original settings so nested enumerations work
set X = prevX
set Y = prevY
set R = prevR
endfunction
function GroupUnitsInArea takes group whichGroup, real x, real y, real radius returns nothing
local real prevX = X
local real prevY = Y
local real prevR = R
//Set variables to new values
set X = x
set Y = y
set R = radius
//Enumerate
call GroupEnumUnitsInRange(whichGroup, x, y, GetRadius(radius), Condition(function Filter))
//Give back original settings so nested enumerations work
set X = prevX
set Y = prevY
set R = prevR
endfunction
private function True takes nothing returns boolean
return true
endfunction
private function False takes nothing returns boolean
return false
endfunction
private function Init takes nothing returns nothing
set BOOLEXPR_TRUE = Condition(function True)
set BOOLEXPR_FALSE = Condition(function False)
endfunction
endlibrary