void SpellCast(float val)
    {
        if(_unit->GetCurrentSpell() == NULL && _unit->GetAIInterface()->GetNextTarget())
        {
			float comulativeperc = 0;
		    UnitPointer target = NULLUNIT;
			for(int i=0;i<nrspells;i++)
			{
				if(!spells[i].perctrigger) continue;
				
				if(m_spellcheck[i])
				{
					if (!spells[i].instant)
						_unit->GetAIInterface()->StopMovement(1);


					if (i == 3)
					{
						uint32 t = (uint32)time(NULL);
						if (t > spells[2].casttime && RandomUInt(2) == 1)
						{
							_unit->CastSpell(_unit, spells[2].info, spells[2].instant);

							spells[2].casttime = t + spells[2].cooldown;
						}
					}

					target = _unit->GetAIInterface()->GetNextTarget();
					switch(spells[i].targettype)
					{
						case TARGET_SELF:
						case TARGET_VARIOUS:
							_unit->CastSpell(_unit, spells[i].info, spells[i].instant); break;
						case TARGET_ATTACKING:
							_unit->CastSpell(target, spells[i].info, spells[i].instant); break;
						case TARGET_DESTINATION:
							_unit->CastSpellAoF(target->GetPositionX(),target->GetPositionY(),target->GetPositionZ(), spells[i].info, spells[i].instant); break;
						case TARGET_RANDOM_FRIEND:
						case TARGET_RANDOM_SINGLE:
						case TARGET_RANDOM_DESTINATION:
							CastSpellOnRandomTarget(i, spells[i].mindist2cast, spells[i].maxdist2cast, spells[i].minhp2cast, spells[i].maxhp2cast); break;
					}

					m_spellcheck[i] = false;
					return;
				}

				uint32 t = (uint32)time(NULL);
				if(val > comulativeperc && val <= (comulativeperc + spells[i].perctrigger) && t > spells[i].casttime)
				{
					_unit->setAttackTimer(spells[i].attackstoptimer, false);
					spells[i].casttime = t + spells[i].cooldown;
					m_spellcheck[i] = true;
				}
				comulativeperc += spells[i].perctrigger;
			}
        }
    }
	void OnDied(UnitPointer mKiller)
	{
		if( mKiller == NULL || mKiller->GetMapMgr() == NULL || mKiller->GetMapMgr()->GetInterface() == NULL )
			return;

		float SSX = mKiller->GetPositionX();
		float SSY = mKiller->GetPositionY();
		float SSZ = mKiller->GetPositionZ();

		CreaturePointer doctor = mKiller->GetMapMgr()->GetInterface()->GetCreatureNearestCoords(SSX, SSY, SSZ, 1449);
		if(doctor)
			doctor->Emote(EMOTE_ONESHOT_CHEER);
	}
void SpellCast(float val)
    {
if(_unit->GetCurrentSpell() == NULL && _unit->GetAIInterface()->GetNextTarget())
{
float comulativeperc = 0;
UnitPointer target = NULLUNIT;
for(int i=0;i<nrspells;i++)
{
if(!spells[i].perctrigger) continue;
                
if(m_spellcheck[i])
{
target = _unit->GetAIInterface()->GetNextTarget();
switch(spells[i].targettype)
{
case TARGET_SELF:

case TARGET_VARIOUS:
_unit->CastSpell(_unit, spells[i].info, spells[i].instant);
break;

case TARGET_ATTACKING:
_unit->CastSpell(target, spells[i].info, spells[i].instant);
break;

case TARGET_DESTINATION:
_unit->CastSpellAoF(target->GetPositionX(),target->GetPositionY(),target->GetPositionZ(), spells[i].info, spells[i].instant);
break;
}

if (spells[i].speech != "")
{
_unit->SendChatMessage(CHAT_MSG_MONSTER_YELL, LANG_UNIVERSAL, spells[i].speech.c_str());
_unit->PlaySoundToSet(spells[i].soundid);
}

m_spellcheck[i] = false;
return;
}

if(val > comulativeperc && val <= (comulativeperc + spells[i].perctrigger))
{
_unit->setAttackTimer(spells[i].attackstoptimer, false);
m_spellcheck[i] = true;
}

comulativeperc += spells[i].perctrigger;
}
}
}
	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();
		}
	}
    void SpellCast(uint32 val)
    {
        if(_unit->GetCurrentSpell() == NULL && _unit->GetAIInterface()->GetNextTarget())//_unit->getAttackTarget())
        {
			UnitPointer target = _unit->GetAIInterface()->GetNextTarget();
            if(m_shadowbolt)
            {
                _unit->CastSpell(target, infoshadowbolt, true);
                m_shadowbolt = false;
                return;
            }
            
            if(m_gehennascurse)
            {
                _unit->CastSpell(_unit, infogehennascurse, false);
                m_gehennascurse = false;
                return;
            }

			if(m_rainoffire)
            {
                _unit->CastSpellAoF(target->GetPositionX(),target->GetPositionY(),target->GetPositionZ(), inforainoffire, false);
                m_rainoffire = false;
                return;
            }  

            if(val >= 100 && val <= 180)
            {
                _unit->setAttackTimer(3000, false);
                m_shadowbolt = true;
            }
            if(val > 180 && val <= 260)
            {
                _unit->setAttackTimer(1000, false);
                m_gehennascurse = true;
            }
			if(val > 260 && val <= 300)
            {
                _unit->setAttackTimer(1000, false);
                m_rainoffire = true;
            }
        }
    }
    void SpellCast(float val)
    {
        if(_unit->GetCurrentSpell() == NULL && _unit->GetAIInterface()->GetNextTarget())
        {
			float comulativeperc = 0;
		    UnitPointer target = NULLUNIT;
			for(int i=0;i<nrspells;i++)
			{
				if(!spells[i].perctrigger) continue;
				
				if(m_spellcheck[i])
				{
					if (!spells[i].instant)
						_unit->GetAIInterface()->StopMovement(1);

					target = _unit->GetAIInterface()->GetNextTarget();
					switch(spells[i].targettype)
					{
						case TARGET_SELF:
						case TARGET_VARIOUS:
							_unit->CastSpell(_unit, spells[i].info, spells[i].instant); break;
						case TARGET_ATTACKING:
							_unit->CastSpell(target, spells[i].info, spells[i].instant); break;
						case TARGET_DESTINATION:
							_unit->CastSpellAoF(target->GetPositionX(),target->GetPositionY(),target->GetPositionZ(), spells[i].info, spells[i].instant); break;
					}
					m_spellcheck[i] = false;
					return;
				}

				if(val > comulativeperc && val <= (comulativeperc + spells[i].perctrigger))
				{
					_unit->setAttackTimer(spells[i].attackstoptimer, false);
					m_spellcheck[i] = true;
				}
				comulativeperc += spells[i].perctrigger;
			}
        }
    }
예제 #7
0
void SpellFunc_CrystalSpikes( SpellDesc* pThis, MoonScriptCreatureAI* pCreatureAI, UnitPointer pTarget, TargetType pType )
{
	if(pCreatureAI != NULL)
	{
		if( pTarget == NULL )
			return;

		for (int i = -2; i < 2; i++)
		{
			float x = pTarget->GetPositionX() + ( i * 3.0 );
			float y = pTarget->GetPositionY() + ( i * 3.0 );

			pCreatureAI->GetUnit()->GetMapMgr()->GetInterface()->SpawnCreature( CN_CRYSTAL_SPIKE, x, y, pTarget->GetPositionZ(), pTarget->GetOrientation(), true, true, NULL, NULL );
		};
		pCreatureAI->Emote( "Bleed!", Text_Yell, 13332 );
	};
};