-// size
-const vector KNIGHT_MIN = '-16 -16 -24';
-const vector KNIGHT_MAX = '16 16 32';
-
-// cvars
+const vector KNIGHT_MIN = '-20 -20 -32';
+const vector KNIGHT_MAX = '20 20 41';
+
+string KNIGHT_MODEL = "models/monsters/hknight.mdl";
+
+#ifdef SVQC
float autocvar_g_monster_knight;
float autocvar_g_monster_knight_health;
float autocvar_g_monster_knight_melee_damage;
+float autocvar_g_monster_knight_inferno_damage;
+float autocvar_g_monster_knight_inferno_damagetime;
+float autocvar_g_monster_knight_inferno_chance;
float autocvar_g_monster_knight_speed_walk;
float autocvar_g_monster_knight_speed_run;
+float autocvar_g_monster_knight_fireball_damage;
+float autocvar_g_monster_knight_fireball_force;
+float autocvar_g_monster_knight_fireball_radius;
+float autocvar_g_monster_knight_fireball_chance;
+float autocvar_g_monster_knight_fireball_edgedamage;
+float autocvar_g_monster_knight_spike_chance;
+float autocvar_g_monster_knight_spike_force;
+float autocvar_g_monster_knight_spike_radius;
+float autocvar_g_monster_knight_spike_edgedamage;
+float autocvar_g_monster_knight_spike_damage;
+float autocvar_g_monster_knight_jump_chance;
+float autocvar_g_monster_knight_jump_damage;
+float autocvar_g_monster_knight_jump_dist;
+
+const float knight_anim_stand = 0;
+const float knight_anim_walk = 1;
+const float knight_anim_run = 2;
+const float knight_anim_pain = 3;
+const float knight_anim_death1 = 4;
+const float knight_anim_death2 = 5;
+const float knight_anim_charge1 = 6;
+const float knight_anim_magic1 = 7;
+const float knight_anim_magic2 = 8;
+const float knight_anim_charge2 = 9;
+const float knight_anim_slice = 10;
+const float knight_anim_smash = 11;
+const float knight_anim_wattack = 12;
+const float knight_anim_magic3 = 13;
+
+.float knight_cycles;
-// animations
-#define knight_anim_stand 0
-#define knight_anim_run 1
-#define knight_anim_runattack 2
-#define knight_anim_pain1 3
-#define knight_anim_pain2 4
-#define knight_anim_attack 5
-#define knight_anim_walk 6
-#define knight_anim_kneel 7
-#define knight_anim_standing 8
-#define knight_anim_death1 9
-#define knight_anim_death2 10
-
-void knight_think ()
+void knight_think()
{
self.think = knight_think;
- self.nextthink = time + 0.1;
+ self.nextthink = time + self.ticrate;
+
+ monster_move(autocvar_g_monster_knight_speed_run, autocvar_g_monster_knight_speed_walk, 100, knight_anim_run, knight_anim_walk, knight_anim_stand);
+}
+
+void knight_inferno()
+{
+ if not(self.enemy)
+ return;
+
+ traceline((self.absmin + self.absmax) * 0.5, (self.enemy.absmin + self.enemy.absmax) * 0.5, TRUE, world);
+ if (trace_fraction != 1)
+ return; // not visible
+
+ self.enemy.effects |= EF_MUZZLEFLASH;
+ sound(self.enemy, CHAN_AUTO, "player/lava.wav", 1, ATTN_NORM);
- monster_move(autocvar_g_monster_knight_speed_run, autocvar_g_monster_knight_speed_walk, 50, knight_anim_run, knight_anim_walk, knight_anim_stand);
+ if(vlen(self.enemy.origin - self.origin) <= 2000)
+ Fire_AddDamage(self.enemy, self, autocvar_g_monster_knight_inferno_damage * monster_skill, autocvar_g_monster_knight_inferno_damagetime, DEATH_MONSTER_KNIGHT_INFERNO);
+}
+
+void knight_fireball_explode()
+{
+ entity e;
+ if(self)
+ {
+ pointparticles(particleeffectnum("fireball_explode"), self.origin, '0 0 0', 1);
+
+ 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);
+
+ for(e = world; (e = findfloat(e, takedamage, DAMAGE_AIM)); ) if(vlen(e.origin - self.origin) <= autocvar_g_monster_knight_fireball_radius)
+ Fire_AddDamage(e, self, 5 * monster_skill, autocvar_g_monster_knight_inferno_damagetime, self.projectiledeathtype);
+
+ remove(self);
+ }
}
-void knight_attack ()
+void knight_fireball_touch()
{
- local float len = vlen(self.velocity);
+ PROJECTILE_TOUCH;
+
+ knight_fireball_explode();
+}
- self.frame = ((len < 50) ? knight_anim_attack : knight_anim_runattack);
+void knight_fireball()
+{
+ entity missile = spawn();
+ vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
- self.attack_finished_single = time + 0.9;
+ monster_makevectors(self.enemy);
- monster_melee(self.enemy, autocvar_g_monster_knight_melee_damage, 80, DEATH_MONSTER_MELEE);
+ self.effects |= EF_MUZZLEFLASH;
+ sound(self, CHAN_WEAPON, "weapons/fireball2.wav", 1, ATTN_NORM);
+
+ missile.owner = missile.realowner = self;
+ missile.solid = SOLID_TRIGGER;
+ missile.movetype = MOVETYPE_FLYMISSILE;
+ missile.projectiledeathtype = DEATH_MONSTER_KNIGHT_FBALL;
+ setsize(missile, '-6 -6 -6', '6 6 6');
+ setorigin(missile, self.origin + self.view_ofs + v_forward * 14);
+ missile.flags = FL_PROJECTILE;
+ missile.velocity = dir * 400;
+ missile.avelocity = '300 300 300';
+ missile.nextthink = time + 5;
+ missile.think = knight_fireball_explode;
+ missile.enemy = self.enemy;
+ missile.touch = knight_fireball_touch;
+ CSQCProjectile(missile, TRUE, PROJECTILE_FIREMINE, TRUE);
}
-void knight_die ()
+void knight_spike_explode()
{
- Monster_CheckDropCvars ("knight");
+ if(self)
+ {
+ pointparticles(particleeffectnum("TE_WIZSPIKE"), self.origin, '0 0 0', 1);
+
+ 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);
+ remove(self);
+ }
+}
+
+void knight_spike_touch()
+{
+ PROJECTILE_TOUCH;
+
+ knight_spike_explode();
+}
+
+void knight_spike()
+{
+ entity missile;
+ vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
+
+ self.effects |= EF_MUZZLEFLASH;
+
+ missile = spawn ();
+ missile.owner = missile.realowner = self;
+ missile.solid = SOLID_TRIGGER;
+ missile.movetype = MOVETYPE_FLYMISSILE;
+ setsize (missile, '0 0 0', '0 0 0');
+ setorigin(missile, self.origin + '0 0 10' + v_forward * 14);
+ missile.scale = self.scale;
+ missile.flags = FL_PROJECTILE;
+ missile.velocity = dir * 400;
+ missile.avelocity = '300 300 300';
+ missile.nextthink = time + 5;
+ missile.think = knight_spike_explode;
+ missile.enemy = self.enemy;
+ missile.touch = knight_spike_touch;
+ CSQCProjectile(missile, TRUE, PROJECTILE_CRYLINK, TRUE);
+}
+
+void knight_spikes()
+{
+ self.knight_cycles += 1;
+ knight_spike();
+
+ if(self.knight_cycles <= 7)
+ defer(0.1, knight_spikes);
+}
+
+float knight_attack_ranged()
+{
+ if not(self.flags & FL_ONGROUND)
+ return FALSE;
- self.frame = ((random() > 0.5) ? knight_anim_death1 : knight_anim_death2);
- self.solid = SOLID_NOT;
- self.takedamage = DAMAGE_NO;
- self.event_damage = func_null;
- self.enemy = world;
- self.think = Monster_Fade;
- self.movetype = MOVETYPE_TOSS;
- self.nextthink = time + 2.1;
- self.pain_finished = self.nextthink;
+ self.knight_cycles = 0;
+
+ RandomSelection_Init();
+ RandomSelection_Add(world, 1, "", autocvar_g_monster_knight_fireball_chance, 1);
+ RandomSelection_Add(world, 2, "", autocvar_g_monster_knight_inferno_chance, 1);
+ RandomSelection_Add(world, 3, "", autocvar_g_monster_knight_spike_chance, 1);
+ 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);
+
+ switch(RandomSelection_chosen_float)
+ {
+ case 1:
+ {
+ monsters_setframe(knight_anim_magic2);
+ self.attack_finished_single = time + 2;
+ defer(0.4, knight_fireball);
+
+ return TRUE;
+ }
+ case 2:
+ {
+ self.attack_finished_single = time + 3;
+ defer(0.5, knight_inferno);
+ return TRUE;
+ }
+ case 3:
+ {
+ monsters_setframe(knight_anim_magic3);
+ self.attack_finished_single = time + 3;
+ defer(0.4, knight_spikes);
+
+ return TRUE;
+ }
+ case 4:
+ {
+ float er = vlen(self.enemy.origin - self.origin);
+
+ if(er >= 400 && er < 1200)
+ if(findtrajectorywithleading(self.origin, self.mins, self.maxs, self.enemy, 1000, 0, 10, 0, self))
+ {
+ self.velocity = findtrajectory_velocity;
+ 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));
+ self.attack_finished_single = time + 2;
+ return TRUE;
+ }
+ return FALSE;
+ }
+ }
+
+ return FALSE;
+}
+
+float knight_attack(float attack_type)
+{
+ switch(attack_type)
+ {
+ case MONSTER_ATTACK_MELEE:
+ {
+ float anim;
+ if(random() < 0.3)
+ anim = knight_anim_slice;
+ else if(random() < 0.6)
+ anim = knight_anim_smash;
+ else
+ anim = knight_anim_wattack;
+
+ monsters_setframe(anim);
+ self.attack_finished_single = time + 0.7;
+ monster_melee(self.enemy, autocvar_g_monster_knight_melee_damage, 0.3, DEATH_MONSTER_KNIGHT_MELEE, TRUE);
+
+ return TRUE;
+ }
+ case MONSTER_ATTACK_RANGED:
+ {
+ if(knight_attack_ranged())
+ return TRUE;
+ }
+ }
+ return FALSE;
+}
+
+void knight_die()
+{
+ float chance = random();
+ Monster_CheckDropCvars ("knight");
+
+ self.think = monster_dead_think;
+ self.nextthink = time + self.ticrate;
+ self.ltime = time + 5;
+ monsters_setframe((random() > 0.5) ? knight_anim_death1 : knight_anim_death2);
+
+ if(chance < 0.10 || self.flags & MONSTERFLAG_MINIBOSS)
+ if(self.candrop)
+ {
+ self.superweapons_finished = time + autocvar_g_balance_superweapons_time + 5; // give the player a few seconds to find the weapon
+ self.weapon = WEP_FIREBALL;
+ }
+
monster_hook_death(); // for post-death mods
}
-void knight_spawn ()
+void knight_spawn()
{
if not(self.health)
- self.health = autocvar_g_monster_knight_health * self.scale;
+ self.health = autocvar_g_monster_knight_health;
self.damageforcescale = 0.003;
self.classname = "monster_knight";
- self.checkattack = GenericCheckAttack;
- self.attack_melee = knight_attack;
+ self.monster_attackfunc = knight_attack;
self.nextthink = time + random() * 0.5 + 0.1;
self.think = knight_think;
- self.sprite_height = 30 * self.scale;
- self.frame = knight_anim_stand;
+
+ monsters_setframe(knight_anim_stand);
+
+ monster_setupsounds("knight");
monster_hook_spawn(); // for post-spawn mods
}
-void spawnfunc_monster_knight ()
-{
+void spawnfunc_monster_knight()
+{
if not(autocvar_g_monster_knight) { remove(self); return; }
self.monster_spawnfunc = spawnfunc_monster_knight;
- if(self.spawnflags & MONSTERFLAG_APPEAR)
- {
- self.think = func_null;
- self.nextthink = -1;
- self.use = Monster_Appear;
+ if(Monster_CheckAppearFlags(self))
return;
- }
self.scale = 1.3;
if not (monster_initialize(
- "Knight",
- "models/monsters/knight.mdl",
+ "Knight", MONSTER_KNIGHT,
KNIGHT_MIN, KNIGHT_MAX,
FALSE,
knight_die, knight_spawn))
return;
}
}
+
+// compatibility with old spawns
+void spawnfunc_monster_hell_knight() { spawnfunc_monster_knight(); }
+
+#endif // SVQC