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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / monsters / monster / knight.qc
1 // size
2 const vector KNIGHT_MIN = '-20 -20 -32';
3 const vector KNIGHT_MAX = '20 20 41';
4
5 // model
6 string KNIGHT_MODEL = "models/monsters/hknight.mdl";
7
8 #ifdef SVQC
9 // cvars
10 float autocvar_g_monster_knight;
11 float autocvar_g_monster_knight_health;
12 float autocvar_g_monster_knight_melee_damage;
13 float autocvar_g_monster_knight_inferno_damage;
14 float autocvar_g_monster_knight_inferno_damagetime;
15 float autocvar_g_monster_knight_inferno_chance;
16 float autocvar_g_monster_knight_speed_walk;
17 float autocvar_g_monster_knight_speed_run;
18 float autocvar_g_monster_knight_fireball_damage;
19 float autocvar_g_monster_knight_fireball_force;
20 float autocvar_g_monster_knight_fireball_radius;
21 float autocvar_g_monster_knight_fireball_chance;
22 float autocvar_g_monster_knight_fireball_edgedamage;
23 float autocvar_g_monster_knight_spike_chance;
24 float autocvar_g_monster_knight_spike_force;
25 float autocvar_g_monster_knight_spike_radius;
26 float autocvar_g_monster_knight_spike_edgedamage;
27 float autocvar_g_monster_knight_spike_damage;
28 float autocvar_g_monster_knight_jump_chance;
29 float autocvar_g_monster_knight_jump_damage;
30 float autocvar_g_monster_knight_jump_dist;
31
32 // animations
33 const float knight_anim_stand   = 0;
34 const float knight_anim_walk    = 1;
35 const float knight_anim_run     = 2;
36 const float knight_anim_pain    = 3;
37 const float knight_anim_death1  = 4;
38 const float knight_anim_death2  = 5;
39 const float knight_anim_charge1 = 6;
40 const float knight_anim_magic1  = 7;
41 const float knight_anim_magic2  = 8;
42 const float knight_anim_charge2 = 9;
43 const float knight_anim_slice   = 10;
44 const float knight_anim_smash   = 11;
45 const float knight_anim_wattack = 12;
46 const float knight_anim_magic3  = 13;
47
48 .float knight_cycles;
49
50 void knight_think()
51 {
52         self.think = knight_think;
53         self.nextthink = time + self.ticrate;
54         
55         monster_move(autocvar_g_monster_knight_speed_run, autocvar_g_monster_knight_speed_walk, 100, knight_anim_run, knight_anim_walk, knight_anim_stand);
56 }
57
58 void knight_inferno()
59 {
60         self.monster_delayedattack = func_null;
61         self.delay = -1;
62         if not(self.enemy)
63                 return;
64                 
65         traceline((self.absmin + self.absmax) * 0.5, (self.enemy.absmin + self.enemy.absmax) * 0.5, TRUE, world);
66         if (trace_fraction != 1)
67                 return; // not visible
68         
69         self.enemy.effects |= EF_MUZZLEFLASH;
70         sound(self.enemy, CHAN_AUTO, "player/lava.wav", 1, ATTN_NORM);
71         
72         if(vlen(self.enemy.origin - self.origin) <= 2000)
73                 Fire_AddDamage(self.enemy, self, autocvar_g_monster_knight_inferno_damage * monster_skill, autocvar_g_monster_knight_inferno_damagetime, DEATH_MONSTER_KNIGHT_INFERNO);
74 }
75
76 void knight_fireball_explode()
77 {
78         entity e;
79         if(self)
80         {
81                 pointparticles(particleeffectnum("fireball_explode"), self.origin, '0 0 0', 1);
82                 
83                 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);
84                 
85                 for(e = world; (e = findfloat(e, takedamage, DAMAGE_AIM)); ) if(vlen(e.origin - self.origin) <= autocvar_g_monster_knight_fireball_radius)
86                         Fire_AddDamage(e, self, 5 * monster_skill, autocvar_g_monster_knight_inferno_damagetime, self.projectiledeathtype);
87                 
88                 remove(self);
89         }
90 }
91
92 void knight_fireball_touch()
93 {
94         PROJECTILE_TOUCH;
95         
96         knight_fireball_explode();
97 }
98
99 void knight_fireball()
100 {
101         entity missile = spawn();
102         vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
103         
104         monster_makevectors(self.enemy);
105         
106         self.monster_delayedattack = func_null;
107         self.delay = -1;
108         
109         self.effects |= EF_MUZZLEFLASH;
110         sound(self, CHAN_WEAPON, "weapons/fireball2.wav", 1, ATTN_NORM);
111
112         missile.owner = missile.realowner = self;
113         missile.solid = SOLID_TRIGGER;
114         missile.movetype = MOVETYPE_FLYMISSILE;
115         missile.projectiledeathtype = DEATH_MONSTER_KNIGHT_FBALL;
116         setsize(missile, '-6 -6 -6', '6 6 6');          
117         setorigin(missile, self.origin + self.view_ofs + v_forward * 14);
118         missile.flags = FL_PROJECTILE;
119         missile.velocity = dir * 400;
120         missile.avelocity = '300 300 300';
121         missile.nextthink = time + 5;
122         missile.think = knight_fireball_explode;
123         missile.enemy = self.enemy;
124         missile.touch = knight_fireball_touch;
125         CSQCProjectile(missile, TRUE, PROJECTILE_FIREMINE, TRUE);
126 }
127
128 void knight_spike_explode()
129 {
130         if(self)
131         {
132                 pointparticles(particleeffectnum("TE_WIZSPIKE"), self.origin, '0 0 0', 1);
133                 
134                 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);
135                 remove(self);
136         }
137 }
138
139 void knight_spike_touch()
140 {
141         PROJECTILE_TOUCH;
142         
143         knight_spike_explode();
144 }
145
146 void knight_spike()
147 {
148         entity missile;
149         vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
150
151         self.effects |= EF_MUZZLEFLASH;
152
153         missile = spawn ();
154         missile.owner = missile.realowner = self;
155         missile.solid = SOLID_TRIGGER;
156         missile.movetype = MOVETYPE_FLYMISSILE;
157         setsize (missile, '0 0 0', '0 0 0');            
158         setorigin(missile, self.origin + '0 0 10' + v_forward * 14);
159         missile.scale = self.scale;
160         missile.flags = FL_PROJECTILE;
161         missile.velocity = dir * 400;
162         missile.avelocity = '300 300 300';
163         missile.nextthink = time + 5;
164         missile.think = knight_spike_explode;
165         missile.enemy = self.enemy;
166         missile.touch = knight_spike_touch;
167         CSQCProjectile(missile, TRUE, PROJECTILE_CRYLINK, TRUE);
168 }
169
170 void knight_spikes()
171 {
172         self.monster_delayedattack = knight_spikes;
173         self.delay = time + 0.1;
174         self.knight_cycles += 1;
175         knight_spike();
176         if(self.knight_cycles >= 7)
177         {
178                 self.monster_delayedattack = func_null;
179                 self.delay = -1;
180         }
181 }
182
183 float knight_attack_ranged()
184 {
185         if not(self.flags & FL_ONGROUND)
186                 return FALSE;
187                 
188         self.knight_cycles = 0;
189         
190         RandomSelection_Init();
191         RandomSelection_Add(world, 1, "", autocvar_g_monster_knight_fireball_chance, 1);
192         RandomSelection_Add(world, 2, "", autocvar_g_monster_knight_inferno_chance, 1);
193         RandomSelection_Add(world, 3, "", autocvar_g_monster_knight_spike_chance, 1);
194         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);
195         
196         switch(RandomSelection_chosen_float)
197         {
198                 case 1:
199                 {
200                         monsters_setframe(knight_anim_magic2);
201                         self.delay = time + 0.4;
202                         self.monster_delayedattack = knight_fireball;
203                         self.attack_finished_single = time + 2;
204                         
205                         return TRUE;
206                 }
207                 case 2:
208                 {
209                         self.monster_delayedattack = knight_inferno;
210                         self.delay = time + 0.5;
211                         self.attack_finished_single = time + 3;
212                         return TRUE;
213                 }
214                 case 3:
215                 {
216                         monsters_setframe(knight_anim_magic3);
217                         self.monster_delayedattack = knight_spikes;
218                         self.delay = time + 0.4;
219                         self.attack_finished_single = time + 3;
220                         
221                         return TRUE;
222                 }
223                 case 4:
224                 {
225                         float er = vlen(self.enemy.origin - self.origin);
226                         
227                         if(er >= 400 && er < 1200)
228                         if(findtrajectorywithleading(self.origin, self.mins, self.maxs, self.enemy, 1000, 0, 10, 0, self))
229                         {
230                                 self.velocity = findtrajectory_velocity;
231                                 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));
232                                 self.attack_finished_single = time + 2;
233                                 return TRUE;
234                         }
235                         return FALSE;
236                 }
237         }
238         
239         return FALSE;
240 }
241
242 float knight_attack(float attack_type)
243 {
244         switch(attack_type)
245         {
246                 case MONSTER_ATTACK_MELEE:
247                 {
248                         float anim;
249                         if(random() < 0.3)
250                                 anim = knight_anim_slice;
251                         else if(random() < 0.6)
252                                 anim = knight_anim_smash;
253                         else
254                                 anim = knight_anim_wattack;
255                         
256                         monsters_setframe(anim);
257                         self.attack_finished_single = time + 0.7;
258                         monster_melee(self.enemy, autocvar_g_monster_knight_melee_damage, 0.3, DEATH_MONSTER_KNIGHT_MELEE, TRUE);
259                         
260                         return TRUE;
261                 }
262                 case MONSTER_ATTACK_RANGED:
263                 {
264                         if(knight_attack_ranged())
265                                 return TRUE;
266                 }
267         }
268         
269         return FALSE;
270 }
271
272 void knight_die()
273 {
274         float chance = random();
275         Monster_CheckDropCvars ("knight");
276         
277         self.think = monster_dead_think;
278         self.nextthink = time + self.ticrate;
279         self.ltime = time + 5;
280         monsters_setframe((random() > 0.5) ? knight_anim_death1 : knight_anim_death2);
281         
282         if(chance < 0.10 || self.flags & MONSTERFLAG_MINIBOSS)
283         if(self.candrop)
284         {
285                 self.superweapons_finished = time + autocvar_g_balance_superweapons_time + 5; // give the player a few seconds to find the weapon
286                 self.weapon = WEP_FIREBALL;
287         }
288                 
289         monster_hook_death(); // for post-death mods
290 }
291
292 void knight_spawn()
293 {
294         if not(self.health)
295                 self.health = autocvar_g_monster_knight_health;
296
297         self.damageforcescale   = 0.003;
298         self.classname                  = "monster_knight";
299         self.monster_attackfunc = knight_attack;
300         self.nextthink                  = time + random() * 0.5 + 0.1;
301         self.think                              = knight_think;
302         
303         monsters_setframe(knight_anim_stand);
304         
305         monster_setupsounds("knight");
306         
307         monster_hook_spawn(); // for post-spawn mods
308 }
309
310 void spawnfunc_monster_knight()
311 {       
312         if not(autocvar_g_monster_knight) { remove(self); return; }
313         
314         self.monster_spawnfunc = spawnfunc_monster_knight;
315         
316         if(Monster_CheckAppearFlags(self))
317                 return;
318         
319         self.scale = 1.3;
320         
321         if not (monster_initialize(
322                          "Knight", MONSTER_KNIGHT,
323                          KNIGHT_MIN, KNIGHT_MAX,
324                          FALSE,
325                          knight_die, knight_spawn))
326         {
327                 remove(self);
328                 return;
329         }
330 }
331
332 // compatibility with old spawns
333 void spawnfunc_monster_hell_knight() { spawnfunc_monster_knight(); }
334
335 #endif // SVQC