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