1 #ifdef REGISTER_MONSTER
4 /* function */ m_knight,
5 /* spawnflags */ MONSTER_SIZE_BROKEN,
6 /* mins,maxs */ '-20 -20 -32', '20 20 41',
7 /* model */ "hknight.mdl",
8 /* netname */ "knight",
9 /* fullname */ _("Knight")
14 float autocvar_g_monster_knight;
15 float autocvar_g_monster_knight_health;
16 float autocvar_g_monster_knight_melee_damage;
17 float autocvar_g_monster_knight_inferno_damage;
18 float autocvar_g_monster_knight_inferno_damagetime;
19 float autocvar_g_monster_knight_inferno_chance;
20 float autocvar_g_monster_knight_speed_walk;
21 float autocvar_g_monster_knight_speed_run;
22 float autocvar_g_monster_knight_fireball_damage;
23 float autocvar_g_monster_knight_fireball_force;
24 float autocvar_g_monster_knight_fireball_radius;
25 float autocvar_g_monster_knight_fireball_chance;
26 float autocvar_g_monster_knight_fireball_edgedamage;
27 float autocvar_g_monster_knight_spike_chance;
28 float autocvar_g_monster_knight_spike_force;
29 float autocvar_g_monster_knight_spike_radius;
30 float autocvar_g_monster_knight_spike_edgedamage;
31 float autocvar_g_monster_knight_spike_damage;
32 float autocvar_g_monster_knight_jump_chance;
33 float autocvar_g_monster_knight_jump_damage;
34 float autocvar_g_monster_knight_jump_dist;
36 const float knight_anim_stand = 0;
37 const float knight_anim_walk = 1;
38 const float knight_anim_run = 2;
39 const float knight_anim_pain = 3;
40 const float knight_anim_death1 = 4;
41 const float knight_anim_death2 = 5;
42 const float knight_anim_charge1 = 6;
43 const float knight_anim_magic1 = 7;
44 const float knight_anim_magic2 = 8;
45 const float knight_anim_charge2 = 9;
46 const float knight_anim_slice = 10;
47 const float knight_anim_smash = 11;
48 const float knight_anim_wattack = 12;
49 const float knight_anim_magic3 = 13;
58 traceline((self.absmin + self.absmax) * 0.5, (self.enemy.absmin + self.enemy.absmax) * 0.5, TRUE, world);
59 if (trace_fraction != 1)
60 return; // not visible
62 self.enemy.effects |= EF_MUZZLEFLASH;
63 sound(self.enemy, CHAN_AUTO, "player/lava.wav", 1, ATTN_NORM);
65 if(vlen(self.enemy.origin - self.origin) <= 2000)
66 Fire_AddDamage(self.enemy, self, autocvar_g_monster_knight_inferno_damage * monster_skill, autocvar_g_monster_knight_inferno_damagetime, DEATH_MONSTER_KNIGHT_INFERNO);
69 void knight_fireball_explode()
74 pointparticles(particleeffectnum("fireball_explode"), self.origin, '0 0 0', 1);
76 RadiusDamage(self, self.realowner, autocvar_g_monster_knight_fireball_damage, autocvar_g_monster_knight_fireball_edgedamage, autocvar_g_monster_knight_fireball_force, world, autocvar_g_monster_knight_fireball_radius, self.projectiledeathtype, world);
78 for(e = world; (e = findfloat(e, takedamage, DAMAGE_AIM)); ) if(vlen(e.origin - self.origin) <= autocvar_g_monster_knight_fireball_radius)
79 Fire_AddDamage(e, self, 5 * monster_skill, autocvar_g_monster_knight_inferno_damagetime, self.projectiledeathtype);
85 void knight_fireball_touch()
89 knight_fireball_explode();
92 void knight_fireball()
94 entity missile = spawn();
95 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
97 monster_makevectors(self.enemy);
99 self.effects |= EF_MUZZLEFLASH;
100 sound(self, CHAN_WEAPON, "weapons/fireball2.wav", 1, ATTN_NORM);
102 missile.owner = missile.realowner = self;
103 missile.solid = SOLID_TRIGGER;
104 missile.movetype = MOVETYPE_FLYMISSILE;
105 missile.projectiledeathtype = DEATH_MONSTER_KNIGHT_FBALL;
106 setsize(missile, '-6 -6 -6', '6 6 6');
107 setorigin(missile, self.origin + self.view_ofs + v_forward * 14);
108 missile.flags = FL_PROJECTILE;
109 missile.velocity = dir * 400;
110 missile.avelocity = '300 300 300';
111 missile.nextthink = time + 5;
112 missile.think = knight_fireball_explode;
113 missile.enemy = self.enemy;
114 missile.touch = knight_fireball_touch;
115 CSQCProjectile(missile, TRUE, PROJECTILE_FIREMINE, TRUE);
118 void knight_spike_explode()
122 pointparticles(particleeffectnum("TE_WIZSPIKE"), self.origin, '0 0 0', 1);
124 RadiusDamage (self, self.realowner, autocvar_g_monster_knight_spike_damage, autocvar_g_monster_knight_spike_edgedamage, autocvar_g_monster_knight_spike_force, world, autocvar_g_monster_knight_spike_radius, DEATH_MONSTER_KNIGHT_SPIKE, other);
129 void knight_spike_touch()
133 knight_spike_explode();
139 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
141 self.effects |= EF_MUZZLEFLASH;
144 missile.owner = missile.realowner = self;
145 missile.solid = SOLID_TRIGGER;
146 missile.movetype = MOVETYPE_FLYMISSILE;
147 setsize (missile, '0 0 0', '0 0 0');
148 setorigin(missile, self.origin + '0 0 10' + v_forward * 14);
149 missile.scale = self.scale;
150 missile.flags = FL_PROJECTILE;
151 missile.velocity = dir * 400;
152 missile.avelocity = '300 300 300';
153 missile.nextthink = time + 5;
154 missile.think = knight_spike_explode;
155 missile.enemy = self.enemy;
156 missile.touch = knight_spike_touch;
157 CSQCProjectile(missile, TRUE, PROJECTILE_CRYLINK, TRUE);
162 self.knight_cycles += 1;
165 if(self.knight_cycles <= 7)
166 defer(0.1, knight_spikes);
169 float knight_attack_ranged()
171 if not(self.flags & FL_ONGROUND)
174 self.knight_cycles = 0;
176 RandomSelection_Init();
177 RandomSelection_Add(world, 1, "", autocvar_g_monster_knight_fireball_chance, 1);
178 RandomSelection_Add(world, 2, "", autocvar_g_monster_knight_inferno_chance, 1);
179 RandomSelection_Add(world, 3, "", autocvar_g_monster_knight_spike_chance, 1);
180 if(self.health >= 100) RandomSelection_Add(world, 4, "", ((vlen(self.enemy.origin - self.origin) > autocvar_g_monster_knight_jump_dist) ? 1 : autocvar_g_monster_knight_jump_chance), 1);
182 switch(RandomSelection_chosen_float)
186 monsters_setframe(knight_anim_magic2);
187 self.attack_finished_single = time + 2;
188 defer(0.4, knight_fireball);
194 self.attack_finished_single = time + 3;
195 defer(0.5, knight_inferno);
200 monsters_setframe(knight_anim_magic3);
201 self.attack_finished_single = time + 3;
202 defer(0.4, knight_spikes);
208 float er = vlen(self.enemy.origin - self.origin);
210 if(er >= 400 && er < 1200)
211 if(findtrajectorywithleading(self.origin, self.mins, self.maxs, self.enemy, 1000, 0, 10, 0, self))
213 self.velocity = findtrajectory_velocity;
214 Damage(self.enemy, self, self, autocvar_g_monster_knight_jump_damage * monster_skill, DEATH_MONSTER_KNIGHT_CRUSH, self.enemy.origin, normalize(self.enemy.origin - self.origin));
215 self.attack_finished_single = time + 2;
225 float knight_attack(float attack_type)
229 case MONSTER_ATTACK_MELEE:
233 anim = knight_anim_slice;
234 else if(random() < 0.6)
235 anim = knight_anim_smash;
237 anim = knight_anim_wattack;
239 monsters_setframe(anim);
240 self.attack_finished_single = time + 0.7;
241 monster_melee(self.enemy, autocvar_g_monster_knight_melee_damage, 0.3, DEATH_MONSTER_KNIGHT_MELEE, TRUE);
245 case MONSTER_ATTACK_RANGED:
247 if(knight_attack_ranged())
255 void spawnfunc_monster_knight()
257 if not(autocvar_g_monster_knight) { remove(self); return; }
259 self.classname = "monster_knight";
261 self.monster_spawnfunc = spawnfunc_monster_knight;
263 if(Monster_CheckAppearFlags(self))
266 if not(monster_initialize(MON_KNIGHT, FALSE)) { remove(self); return; }
269 // compatibility with old spawns
270 void spawnfunc_monster_hell_knight() { spawnfunc_monster_knight(); }
272 float m_knight(float req)
278 monster_move(autocvar_g_monster_knight_speed_run, autocvar_g_monster_knight_speed_walk, 100, knight_anim_run, knight_anim_walk, knight_anim_stand);
283 float chance = random();
284 monsters_setframe((random() > 0.5) ? knight_anim_death1 : knight_anim_death2);
285 if(chance < 0.10 || self.flags & MONSTERFLAG_MINIBOSS)
288 self.superweapons_finished = time + autocvar_g_balance_superweapons_time + 5; // give the player a few seconds to find the weapon
289 self.weapon = WEP_FIREBALL;
295 if not(self.health) self.health = autocvar_g_monster_knight_health;
297 self.monster_attackfunc = knight_attack;
298 monsters_setframe(knight_anim_stand);
304 precache_sound ("player/lava.wav");
314 float m_knight(float req)
325 precache_model ("models/monsters/hknight.mdl");
334 #endif // REGISTER_MONSTER