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1 #ifdef REGISTER_MONSTER
2 REGISTER_MONSTER(
3 /* MON_##id   */ KNIGHT,
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")
10 );
11
12 #else
13 #ifdef SVQC
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;
35
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;
50
51 .float knight_cycles;
52
53 void knight_inferno()
54 {
55         if not(self.enemy)
56                 return;
57                 
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
61         
62         self.enemy.effects |= EF_MUZZLEFLASH;
63         sound(self.enemy, CHAN_AUTO, "player/lava.wav", 1, ATTN_NORM);
64         
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);
67 }
68
69 void knight_fireball_explode()
70 {
71         entity e;
72         if(self)
73         {
74                 pointparticles(particleeffectnum("fireball_explode"), self.origin, '0 0 0', 1);
75                 
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);
77                 
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);
80                 
81                 remove(self);
82         }
83 }
84
85 void knight_fireball_touch()
86 {
87         PROJECTILE_TOUCH;
88         
89         knight_fireball_explode();
90 }
91
92 void knight_fireball()
93 {
94         entity missile = spawn();
95         vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
96         
97         monster_makevectors(self.enemy);
98         
99         self.effects |= EF_MUZZLEFLASH;
100         sound(self, CHAN_WEAPON, "weapons/fireball2.wav", 1, ATTN_NORM);
101
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);
116 }
117
118 void knight_spike_explode()
119 {
120         if(self)
121         {
122                 pointparticles(particleeffectnum("TE_WIZSPIKE"), self.origin, '0 0 0', 1);
123                 
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);
125                 remove(self);
126         }
127 }
128
129 void knight_spike_touch()
130 {
131         PROJECTILE_TOUCH;
132         
133         knight_spike_explode();
134 }
135
136 void knight_spike()
137 {
138         entity missile;
139         vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
140
141         self.effects |= EF_MUZZLEFLASH;
142
143         missile = spawn ();
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);
158 }
159
160 void knight_spikes()
161 {
162         self.knight_cycles += 1;
163         knight_spike();
164         
165         if(self.knight_cycles <= 7)
166                 defer(0.1, knight_spikes);
167 }
168
169 float knight_attack_ranged()
170 {
171         if not(self.flags & FL_ONGROUND)
172                 return FALSE;
173                 
174         self.knight_cycles = 0;
175         
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);
181         
182         switch(RandomSelection_chosen_float)
183         {
184                 case 1:
185                 {
186                         monsters_setframe(knight_anim_magic2);
187                         self.attack_finished_single = time + 2;
188                         defer(0.4, knight_fireball);
189                         
190                         return TRUE;
191                 }
192                 case 2:
193                 {
194                         self.attack_finished_single = time + 3;
195                         defer(0.5, knight_inferno);
196                         return TRUE;
197                 }
198                 case 3:
199                 {
200                         monsters_setframe(knight_anim_magic3);
201                         self.attack_finished_single = time + 3;
202                         defer(0.4, knight_spikes);
203                         
204                         return TRUE;
205                 }
206                 case 4:
207                 {
208                         float er = vlen(self.enemy.origin - self.origin);
209                         
210                         if(er >= 400 && er < 1200)
211                         if(findtrajectorywithleading(self.origin, self.mins, self.maxs, self.enemy, 1000, 0, 10, 0, self))
212                         {
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;
216                                 return TRUE;
217                         }
218                         return FALSE;
219                 }
220         }
221         
222         return FALSE;
223 }
224
225 float knight_attack(float attack_type)
226 {
227         switch(attack_type)
228         {
229                 case MONSTER_ATTACK_MELEE:
230                 {
231                         float anim;
232                         if(random() < 0.3)
233                                 anim = knight_anim_slice;
234                         else if(random() < 0.6)
235                                 anim = knight_anim_smash;
236                         else
237                                 anim = knight_anim_wattack;
238                         
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);
242                         
243                         return TRUE;
244                 }
245                 case MONSTER_ATTACK_RANGED:
246                 {
247                         if(knight_attack_ranged())
248                                 return TRUE;
249                 }
250         }
251         
252         return FALSE;
253 }
254
255 void spawnfunc_monster_knight()
256 {
257         if not(autocvar_g_monster_knight) { remove(self); return; }
258         
259         self.classname = "monster_knight";
260         
261         self.monster_spawnfunc = spawnfunc_monster_knight;
262         
263         if(Monster_CheckAppearFlags(self))
264                 return;
265         
266         if not(monster_initialize(MON_KNIGHT, FALSE)) { remove(self); return; }
267 }
268
269 // compatibility with old spawns
270 void spawnfunc_monster_hell_knight() { spawnfunc_monster_knight(); }
271
272 float m_knight(float req)
273 {
274         switch(req)
275         {
276                 case MR_THINK:
277                 {
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);
279                         return TRUE;
280                 }
281                 case MR_DEATH:
282                 {
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)
286                         if(self.candrop)
287                         {
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;
290                         }
291                         return TRUE;
292                 }
293                 case MR_SETUP:
294                 {
295                         if not(self.health) self.health = autocvar_g_monster_knight_health;
296                                 
297                         self.monster_attackfunc = knight_attack;
298                         monsters_setframe(knight_anim_stand);
299                         
300                         return TRUE;
301                 }
302                 case MR_INIT:
303                 {
304                         precache_sound ("player/lava.wav");
305                         return TRUE;
306                 }
307         }
308         
309         return TRUE;
310 }
311
312 #endif // SVQC
313 #ifdef CSQC
314 float m_knight(float req)
315 {
316         switch(req)
317         {
318                 case MR_DEATH:
319                 {
320                         // nothing
321                         return TRUE;
322                 }
323                 case MR_INIT:
324                 {
325                         precache_model ("models/monsters/hknight.mdl");
326                         return TRUE;
327                 }
328         }
329         
330         return TRUE;
331 }
332
333 #endif // CSQC
334 #endif // REGISTER_MONSTER