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Rename hell-knight to knight
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1 // size
2 const vector SHALRATH_MIN = '-36 -36 -24';
3 const vector SHALRATH_MAX = '36 36 50';
4
5 // model
6 string SHALRATH_MODEL = "models/monsters/mage.dpm";
7
8 #ifdef SVQC
9 // cvars
10 float autocvar_g_monster_shalrath;
11 float autocvar_g_monster_shalrath_health;
12 float autocvar_g_monster_shalrath_speed;
13 float autocvar_g_monster_shalrath_attack_spike_damage;
14 float autocvar_g_monster_shalrath_attack_spike_radius;
15 float autocvar_g_monster_shalrath_attack_spike_delay;
16 float autocvar_g_monster_shalrath_attack_melee_damage;
17 float autocvar_g_monster_shalrath_attack_melee_delay;
18 float autocvar_g_monster_shalrath_heal_self;
19 float autocvar_g_monster_shalrath_heal_friends;
20 float autocvar_g_monster_shalrath_heal_minhealth;
21 float autocvar_g_monster_shalrath_heal_range;
22 float autocvar_g_monster_shalrath_heal_delay;
23 float autocvar_g_monster_shalrath_shield_time;
24 float autocvar_g_monster_shalrath_shield_delay;
25 float autocvar_g_monster_shalrath_shield_blockpercent;
26 float autocvar_g_monster_shalrath_attack_grenade_damage;
27 float autocvar_g_monster_shalrath_attack_grenade_edgedamage;
28 float autocvar_g_monster_shalrath_attack_grenade_radius;
29 float autocvar_g_monster_shalrath_attack_grenade_lifetime;
30 float autocvar_g_monster_shalrath_attack_grenade_force;
31 float autocvar_g_monster_shalrath_attack_grenade_chance;
32
33 // animations
34 const float shalrath_anim_idle          = 0;
35 const float shalrath_anim_walk          = 1;
36 const float shalrath_anim_attack        = 2;
37 const float shalrath_anim_pain          = 3;
38 const float shalrath_anim_death         = 4;
39 const float shalrath_anim_run           = 5;
40
41 void() ShalMissile;
42 void() shalrath_heal;
43 void() shalrath_shield;
44 void() shalrath_shield_die;
45
46 void shalrath_think()
47 {
48         entity head;
49         float friend_needshelp = FALSE, need_hpammo = FALSE;
50         
51         FOR_EACH_PLAYER(head)
52         {
53                 need_hpammo = ((g_minstagib) ? head.ammo_cells < start_ammo_cells : head.health < autocvar_g_balance_health_regenstable);
54                 if not(IsDifferentTeam(head, self))
55                 if(head.health > 0)
56                 if(vlen(head.origin - self.origin) < autocvar_g_monster_shalrath_heal_range)
57                 if(need_hpammo)
58                 {
59                         friend_needshelp = TRUE;
60                         break; // found 1 player near us who is low on health
61                 }
62         }
63         FOR_EACH_MONSTER(head) if(head != self)
64         {
65                 if not(IsDifferentTeam(head, self))
66                 if(head.health > 0)
67                 if(vlen(head.origin - self.origin) < autocvar_g_monster_shalrath_heal_range)
68                 if(head.health < head.max_health)
69                 {
70                         friend_needshelp = TRUE;
71                         break; // found 1 player near us who is low on health
72                 }
73         }
74         
75         self.think = shalrath_think;
76         self.nextthink = time + self.ticrate;
77         
78         if(self.weaponentity)
79         if(time >= self.weaponentity.ltime)
80                 shalrath_shield_die();
81                 
82         if(self.health < autocvar_g_monster_shalrath_heal_minhealth || friend_needshelp)
83         if(time >= self.attack_finished_single)
84         if(random() < 0.5)
85                 shalrath_heal();
86                 
87         if(self.enemy)
88         if(self.health < self.max_health)
89         if(time >= self.lastshielded)
90         if(random() < 0.5)
91                 shalrath_shield();
92         
93         monster_move(autocvar_g_monster_shalrath_speed, autocvar_g_monster_shalrath_speed, 50, shalrath_anim_walk, shalrath_anim_run, shalrath_anim_idle);
94 }
95
96 void shalrathattack_melee()
97 {
98         monster_melee(self.enemy, autocvar_g_monster_shalrath_attack_melee_damage, 0.3, DEATH_MONSTER_MAGE, TRUE);
99         
100         self.delay = -1;
101         self.monster_delayedattack = func_null;
102 }
103
104 void shalrath_grenade_explode()
105 {
106         pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
107         
108         sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
109         RadiusDamage (self, self.realowner, autocvar_g_monster_shalrath_attack_grenade_damage, autocvar_g_monster_shalrath_attack_grenade_edgedamage, autocvar_g_monster_shalrath_attack_grenade_radius, world, autocvar_g_monster_shalrath_attack_grenade_force, DEATH_MONSTER_MAGE, other);
110         remove(self);
111 }
112
113 void shalrath_grenade_touch()
114 {
115         if(IS_PLAYER(other))
116         {
117                 PROJECTILE_TOUCH;
118                 shalrath_grenade_explode();
119                 return;
120         }
121 }
122
123 void shalrath_throw_itemgrenade()
124 {
125         makevectors(self.angles);
126
127         W_SetupShot_ProjectileSize (self, '-64 -64 -64', '64 64 64', FALSE, 4, "", CH_WEAPON_A, autocvar_g_monster_shalrath_attack_grenade_damage);
128         w_shotdir = v_forward; // no TrueAim for grenades please
129
130         entity gren = spawn ();
131         gren.owner = gren.realowner = self;
132         gren.classname = "grenade";
133         gren.bot_dodge = FALSE;
134         gren.movetype = MOVETYPE_BOUNCE;
135         gren.solid = SOLID_TRIGGER;
136         gren.projectiledeathtype = DEATH_MONSTER_MAGE;
137         setorigin(gren, w_shotorg);
138         setsize(gren, '-64 -64 -64', '64 64 64');
139
140         gren.nextthink = time + autocvar_g_monster_shalrath_attack_grenade_lifetime;
141         gren.think = shalrath_grenade_explode;
142         gren.use = shalrath_grenade_explode;
143         gren.touch = shalrath_grenade_touch;
144
145         gren.missile_flags = MIF_SPLASH | MIF_ARC;
146         W_SETUPPROJECTILEVELOCITY_UP(gren, g_monster_shalrath_attack_grenade);
147         
148         gren.flags = FL_PROJECTILE;
149         
150         setmodel(gren, "models/items/g_h50.md3");
151         
152         self.attack_finished_single = time + 1.5;
153 }
154
155 void ShalHome()
156 {
157         local vector dir = '0 0 0', vtemp = self.enemy.origin + '0 0 10';
158         
159         if (self.enemy.health <= 0 || self.owner.health <= 0 || time >= self.ltime)
160         {
161                 remove(self);
162                 return;
163         }
164         dir = normalize(vtemp - self.origin);
165         UpdateCSQCProjectile(self);
166         if (monster_skill == 3)
167                 self.velocity = dir * 350;
168         else
169                 self.velocity = dir * 250;
170         self.nextthink = time + 0.2;
171         self.think = ShalHome;  
172 }
173
174 void shal_spike_explode()
175 {
176         self.event_damage = func_null;
177
178         pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
179         RadiusDamage (self, self.realowner, autocvar_g_monster_shalrath_attack_spike_damage, autocvar_g_monster_shalrath_attack_spike_damage * 0.5, autocvar_g_monster_shalrath_attack_spike_radius, world, 0, DEATH_MONSTER_MAGE, other);
180
181         remove (self);
182 }
183
184 void shal_spike_touchexplode()
185 {
186         PROJECTILE_TOUCH;
187
188         shal_spike_explode();
189 }
190
191 void ShalMissile()
192 {
193         local   entity  missile = world;
194         local   vector  dir = '0 0 0';
195         local   float   dist = 0;
196         
197         self.effects |= EF_MUZZLEFLASH;
198
199         missile = spawn ();
200         missile.owner = missile.realowner = self;
201         
202         monster_makevectors(self.enemy);
203         
204         dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
205         dist = vlen (self.enemy.origin - self.origin);
206
207         missile.think = ShalHome;
208         missile.ltime = time + 7;
209         missile.nextthink = time;
210         missile.solid = SOLID_BBOX;
211         missile.movetype = MOVETYPE_FLYMISSILE;
212         missile.flags = FL_PROJECTILE;
213         setorigin (missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
214         setsize (missile, '0 0 0', '0 0 0');    
215         missile.velocity = dir * 400;
216         missile.avelocity = '300 300 300';
217         missile.enemy = self.enemy;
218         missile.touch = shal_spike_touchexplode;
219         
220         CSQCProjectile(missile, TRUE, PROJECTILE_VORE_SPIKE, TRUE);
221 }
222
223 void shalrath_heal()
224 {
225         entity head;
226         if(self.health < self.max_health) // only show our effect if we are healing ourself too
227                 pointparticles(particleeffectnum("healing_fx"), self.origin, '0 0 0', 1);
228         self.health = bound(0, self.health + autocvar_g_monster_shalrath_heal_self, self.max_health);
229         WaypointSprite_UpdateHealth(self.sprite, self.health);
230         monsters_setframe(shalrath_anim_attack);
231         self.attack_finished_single = time + autocvar_g_monster_shalrath_heal_delay;
232         
233         for(head = world; (head = findfloat(head, monster_attack, TRUE)); )
234         {
235                 if(head.health > 0)
236                 if not(head.frozen)
237                 if(vlen(head.origin - self.origin) < autocvar_g_monster_shalrath_heal_range)
238                 if not(IsDifferentTeam(head, self))
239                 {
240                         if(IS_PLAYER(head))
241                         {
242                                 if((g_minstagib && head.ammo_cells < start_ammo_cells) || head.health < start_health)
243                                         pointparticles(particleeffectnum(((g_minstagib) ? "ammoregen_fx" : "healing_fx")), head.origin, '0 0 0', 1);
244                                 if(g_minstagib)
245                                         head.ammo_cells = bound(0, head.ammo_cells + 1, start_ammo_cells);
246                                 else
247                                         head.health = bound(0, head.health + autocvar_g_monster_shalrath_heal_friends, g_pickup_healthmedium_max);
248                         }
249                         else
250                         {
251                                 if(head.health < head.max_health)
252                                         pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
253                                 head.health = bound(0, head.health + autocvar_g_monster_shalrath_heal_friends, head.max_health);
254                                 WaypointSprite_UpdateHealth(head.sprite, head.health);
255                         }
256                 }
257         }
258 }
259
260 void shalrath_shield_die()
261 {
262         if not(self.weaponentity)
263                 return; // why would this be called without a shield?
264         
265         self.armorvalue = 1;
266         
267         remove(self.weaponentity);
268         
269         self.weaponentity = world;
270 }
271
272 void shalrath_shield()
273 {
274         if(self.weaponentity)
275                 return; // already have a shield
276                 
277         entity shield = spawn();
278
279         shield.owner = self;
280         shield.team = self.team;
281         shield.ltime = time + autocvar_g_monster_shalrath_shield_time;
282         shield.health = 70;
283         shield.classname = "shield";
284         shield.effects = EF_ADDITIVE;
285         shield.movetype = MOVETYPE_NOCLIP;
286         shield.solid = SOLID_TRIGGER;
287         shield.avelocity = '7 0 11';
288         shield.scale = self.scale * 0.6;
289         
290         setattachment(shield, self, "");
291         setmodel(shield, "models/ctf/shield.md3");
292         setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
293         
294         self.weaponentity = shield;
295         
296         self.lastshielded = time + autocvar_g_monster_shalrath_shield_delay;
297         
298         monsters_setframe(shalrath_anim_attack);
299         self.attack_finished_single = time + 1;
300         
301         self.armorvalue = autocvar_g_monster_shalrath_shield_blockpercent / 100;
302 }
303
304 float mage_attack(float attack_type)
305 {
306         switch(attack_type)
307         {
308                 case MONSTER_ATTACK_MELEE:
309                 {
310                         self.monster_delayedattack = shalrathattack_melee;
311                         self.delay = time + 0.2;
312                         monsters_setframe(shalrath_anim_attack);
313                         self.attack_finished_single = time + autocvar_g_monster_shalrath_attack_melee_delay;
314                         
315                         return TRUE;
316                 }
317                 case MONSTER_ATTACK_RANGED:
318                 {
319                         if(random() < autocvar_g_monster_shalrath_attack_grenade_chance / 100)
320                         {
321                                 shalrath_throw_itemgrenade();
322                                 return TRUE;
323                         }
324         
325                         monsters_setframe(shalrath_anim_attack);
326                         self.delay = time + 0.2;
327                         self.attack_finished_single = time + autocvar_g_monster_shalrath_attack_spike_delay;
328                         self.monster_delayedattack = ShalMissile;
329                         
330                         return TRUE;
331                 }
332         }
333         
334         return FALSE;
335 }
336
337 void shalrath_die()
338 {
339         Monster_CheckDropCvars ("shalrath");
340         
341         self.think = monster_dead_think;
342         self.nextthink = time + self.ticrate;
343         self.ltime = time + 5;
344         monsters_setframe(shalrath_anim_death);
345         
346         monster_hook_death(); // for post-death mods
347 }
348
349 void shalrath_spawn()
350 {
351         if not(self.health)
352                 self.health = autocvar_g_monster_shalrath_health;
353
354         self.damageforcescale   = 0.003;
355         self.classname                  = "monster_shalrath";
356         self.monster_attackfunc = mage_attack;
357         self.nextthink                  = time + random() * 0.5 + 0.1;
358         self.think                              = shalrath_think;
359         
360         monsters_setframe(shalrath_anim_walk);
361         
362         monster_setupsounds("shalrath");
363         
364         monster_hook_spawn(); // for post-spawn mods
365 }
366
367 void spawnfunc_monster_mage()
368 {       
369         if not(autocvar_g_monster_shalrath) { remove(self); return; }
370         
371         self.monster_spawnfunc = spawnfunc_monster_mage;
372         
373         if(Monster_CheckAppearFlags(self))
374                 return;
375         
376         if not (monster_initialize(
377                          "Mage", MONSTER_MAGE,
378                          SHALRATH_MIN, SHALRATH_MAX,
379                          FALSE,
380                          shalrath_die, shalrath_spawn))
381         {
382                 remove(self);
383                 return;
384         }
385 }
386
387 // compatibility with old spawns
388 void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }
389
390 #endif // SVQC