Ejemplo n.º 1
0
bool Execute(uint32 i, SpellPointer pSpell)
{
    //uint32 uSpellId = pSpell->m_spellInfo->Id;
    uint32 base_dmg = pSpell->damage;
    /*
    Attempt to finish off a wounded foe, causing 125 damage and converting each extra point
    of rage into 3 additional damage.  Only usable on enemies that have less than 20% health.
    */

    UnitPointer target = pSpell->GetUnitTarget();
    if(!target || !pSpell->u_caster) return true;

    // "Only usable on enemies that have less than 20% health."
    if(target->GetHealthPct() > 20)
    {
        // send failed
        pSpell->SendCastResult(SPELL_FAILED_BAD_TARGETS);
        return true;
    }

    // get the caster's rage points, and convert them
    // formula is 3 damage * spell rank * rage points
    uint32 add_damage = (3 * pSpell->m_spellInfo->RankNumber);
    add_damage *= pSpell->u_caster->GetUInt32Value(UNIT_FIELD_POWER2) / 10;   // rage is *10 always
    
    // send spell damage log
	//pSpell->u_caster->SpellNonMeleeDamageLog(target, 20647, base_dmg + add_damage, false);
	SpellEntry *sp_for_the_logs = dbcSpell.LookupEntry(20647);
	pSpell->u_caster->Strike( target, MELEE, sp_for_the_logs, base_dmg + add_damage, 0, 0, true, true );
	// zero rage
    pSpell->u_caster->SetUInt32Value(UNIT_FIELD_POWER2, 0);
    return true;
}
	void CastSpellOnRandomTarget(uint32 i, float mindist2cast, float maxdist2cast, int minhp2cast, int maxhp2cast)
	{
		if (!maxdist2cast) maxdist2cast = 100.0f;
		if (!maxhp2cast) maxhp2cast = 100;

		if(_unit->GetCurrentSpell() == NULL && _unit->GetAIInterface()->GetNextTarget())
        {
			std::vector<UnitPointer> TargetTable;		/* From M4ksiu - Big THX to Capt who helped me with std stuff to make it simple and fully working <3 */
												/* If anyone wants to use this function, then leave this note!										 */
			for(unordered_set<ObjectPointer>::iterator itr = _unit->GetInRangeSetBegin(); itr != _unit->GetInRangeSetEnd(); ++itr) 
			{ 
				if (((spells[i].targettype == TARGET_RANDOM_FRIEND && isFriendly(_unit, (*itr))) || (spells[i].targettype != TARGET_RANDOM_FRIEND && isHostile(_unit, (*itr)) && (*itr) != _unit)) && ((*itr)->GetTypeId()== TYPEID_UNIT || (*itr)->GetTypeId() == TYPEID_PLAYER) && (*itr)->GetInstanceID() == _unit->GetInstanceID()) // isAttackable(_unit, (*itr)) && 
				{
					UnitPointer RandomTarget = NULLUNIT;
					RandomTarget = TO_UNIT(*itr);

					if (RandomTarget->isAlive() && _unit->GetDistance2dSq(RandomTarget) >= mindist2cast*mindist2cast && _unit->GetDistance2dSq(RandomTarget) <= maxdist2cast*maxdist2cast && ((RandomTarget->GetHealthPct() >= minhp2cast && RandomTarget->GetHealthPct() <= maxhp2cast && spells[i].targettype == TARGET_RANDOM_FRIEND) || (_unit->GetAIInterface()->getThreatByPtr(RandomTarget) > 0 && isHostile(_unit, RandomTarget))))
					{
						TargetTable.push_back(RandomTarget);
					} 
				} 
			}

			if (_unit->GetHealthPct() >= minhp2cast && _unit->GetHealthPct() <= maxhp2cast && spells[i].targettype == TARGET_RANDOM_FRIEND)
				TargetTable.push_back(_unit);

			if (!TargetTable.size())
				return;

			size_t RandTarget = rand()%TargetTable.size();

			UnitPointer  RTarget = TargetTable[RandTarget];

			if (!RTarget)
				return;

			switch (spells[i].targettype)
			{
			case TARGET_RANDOM_FRIEND:
			case TARGET_RANDOM_SINGLE:
				_unit->CastSpell(RTarget, spells[i].info, spells[i].instant); break;
			case TARGET_RANDOM_DESTINATION:
				_unit->CastSpellAoF(RTarget->GetPositionX(), RTarget->GetPositionY(), RTarget->GetPositionZ(), spells[i].info, spells[i].instant); break;
			}

			TargetTable.clear();
		}
	}