/* ============================================================================== QUAKE HELL KNIGHT ============================================================================== */ #include "g_local.h" #include "m_q1hknight.h" static int sound_sword1; static int sound_sword2; static int sound_death; static int sound_idle; static int sound_pain; static int sound_sight; #define SWORDSOUND(self) gi.sound (self, CHAN_WEAPON, sound_sword1, 1, ATTN_NORM, 0.1f); void hknight_stand (edict_t *self); void hknight_walk (edict_t *self); void hknight_check_dist (edict_t *self); void hknight_melee (edict_t *self); // // SOUNDS // void hknight_sight_sound (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } void hknight_sight (edict_t *self, edict_t *other) { hknight_sight_sound(self); hknight_check_dist(self); } void hknight_idle_sound (edict_t *self) { if (random() < 0.1) gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); } void hknight_sword_sound (edict_t *self) { //if(self->style) // return; if (random() < 0.5) gi.sound (self, CHAN_VOICE, sound_sword1, 1, ATTN_IDLE, 0); //self->style = 1; } // // STAND // mframe_t hknight_frames_stand [] = { ai_stand, 0, hknight_idle_sound, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL }; mmove_t hknight_move_stand = {FRAME_stand1, FRAME_stand9, hknight_frames_stand, hknight_stand}; void hknight_stand (edict_t *self) { self->monsterinfo.currentmove = &hknight_move_stand; } // // WALK // mframe_t hknight_frames_walk [] = { ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 2, NULL, ai_walk, 2, NULL, ai_walk, 3, NULL, ai_walk, 3, NULL, ai_walk, 4, NULL, ai_walk, 3, NULL, ai_walk, 4, NULL, ai_walk, 6, NULL, ai_walk, 2, NULL, ai_walk, 2, NULL, ai_walk, 4, NULL, ai_walk, 3, NULL, ai_walk, 3, NULL, ai_walk, 3, NULL, ai_walk, 3, NULL, ai_walk, 2, NULL }; mmove_t hknight_move_walk = {FRAME_walk1, FRAME_walk20, hknight_frames_walk, hknight_walk}; void hknight_walk (edict_t *self) { self->monsterinfo.currentmove = &hknight_move_walk; } // // RUN // // can be improved void hknight_check_dist (edict_t *self) { if (!self->enemy || !self->enemy->inuse || self->enemy->health <= 0) return; if (range(self, self->enemy) == RANGE_MELEE) hknight_melee(self); //else if (random() < 0.5) // hknight_runatk(self); } mframe_t hknight_frames_run [] = { ai_run, 16, NULL, ai_run, 20, NULL, ai_run, 13, NULL, ai_run, 7, NULL, ai_run, 16, NULL, ai_run, 20, NULL, ai_run, 14, NULL, ai_run, 6, hknight_check_dist }; mmove_t hknight_move_run = {FRAME_run1, FRAME_run8, hknight_frames_run, NULL}; void hknight_run (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &hknight_move_stand; else self->monsterinfo.currentmove = &hknight_move_run; } /*mframe_t hknight_frames_attack_run [] = { ai_charge, 20, NULL, ai_charge, 20, hknight_sword_sound, ai_charge, 13, NULL, ai_charge, 7, NULL, ai_charge, 16, NULL, ai_charge, 20, hknight_attack, ai_charge, 14, NULL, ai_charge, 14, NULL, ai_charge, 14, NULL, ai_charge, 14, NULL, ai_charge, 6, hknight_check_dist }; mmove_t hknight_move_attack_run = {FRAME_runattack1, FRAME_runattack11, hknight_frames_attack_run, hknight_run}; void hknight_attack_run (edict_t *self) { self->monsterinfo.currentmove = &hknight_move_attack_run; }*/ void hknight_melee_damage (edict_t *self) { float ldmg; if (!self->enemy) return; // removed before stroke if (PointDist(self->enemy->s.origin, self->s.origin) > 60) return; ldmg = (random() + random() + random()) * 3; T_Damage (self->enemy, self, self, vec3_origin, self->enemy->s.origin, vec3_origin, ldmg, 0, 0, MOD_UNKNOWN); } mframe_t hknight_frames_smash [] = { ai_charge, 1, NULL, ai_charge, 13, NULL, ai_charge, 9, NULL, ai_charge, 11, NULL, ai_charge, 10, hknight_melee_damage, ai_charge, 7, hknight_melee_damage, ai_charge, 12, hknight_melee_damage, ai_charge, 2, hknight_melee_damage, ai_charge, 3, hknight_melee_damage, ai_charge, 0, NULL, ai_charge, 0, NULL }; mmove_t hknight_smash_attack = {FRAME_smash1, FRAME_smash11, hknight_frames_smash, hknight_run}; void hknight_sword_swing (edict_t *self) { SWORDSOUND(self); } mframe_t hknight_frames_watk [] = { ai_charge, 2, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 1, NULL, ai_charge, 4, NULL, ai_charge, 5, NULL, ai_charge, 3, hknight_melee_damage, ai_charge, 2, hknight_melee_damage, ai_charge, 2, hknight_melee_damage, ai_charge, 0, hknight_sword_swing, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 1, NULL, ai_charge, 1, hknight_melee_damage, ai_charge, 3, hknight_melee_damage, ai_charge, 4, hknight_melee_damage, ai_charge, 6, NULL, ai_charge, 7, NULL, ai_charge, 3, NULL }; mmove_t hknight_watk_attack = {FRAME_w_attack1, FRAME_w_attack22, hknight_frames_watk, hknight_run}; mframe_t hknight_frames_srice [] = { ai_charge, 9, NULL, ai_charge, 6, NULL, ai_charge, 13, NULL, ai_charge, 4, NULL, ai_charge, 7, hknight_melee_damage, ai_charge, 15, hknight_melee_damage, ai_charge, 8, hknight_melee_damage, ai_charge, 2, hknight_melee_damage, ai_charge, 0, hknight_melee_damage, ai_charge, 3, NULL }; mmove_t hknight_slice_attack = {FRAME_slice1, FRAME_slice10, hknight_frames_srice, hknight_run}; void hknight_melee (edict_t *self) { // int hknight_type = (self->s.frame >= 121 ? (self->s.frame >= 133 ? 3 : 2) : 1) - 1; SWORDSOUND(self); if (self->dmg == 0) { self->monsterinfo.currentmove = &hknight_slice_attack; self->dmg++; } else if (self->dmg == 1) { self->monsterinfo.currentmove = &hknight_smash_attack; self->dmg++; } else if (self->dmg == 2) { self->monsterinfo.currentmove = &hknight_watk_attack; self->dmg = 0; } } // // PAIN // mframe_t hknight_frames_pain1 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t hknight_move_pain1 = {FRAME_pain1, FRAME_pain5, hknight_frames_pain1, hknight_run}; void hknight_pain (edict_t *self, edict_t *other, float kick, int damage) { if (level.time < self->pain_debounce_time) return; if (skill->value == 3) return; // no pain anims in nightmare gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0); self->pain_debounce_time = level.time + 1.1; self->monsterinfo.currentmove = &hknight_move_pain1; } // // DEATH // void hknight_dead (edict_t *self) { VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, -8); self->movetype = MOVETYPE_TOSS; self->svflags |= SVF_DEADMONSTER; gi.linkentity (self); } void hknight_nogib (edict_t *self) { self->gib_health = -10000; } mframe_t hknight_frames_death1 [] = { ai_move, 10, NULL, ai_move, 8, NULL, ai_move, 7, hknight_nogib, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 10, NULL, ai_move, 11, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t hknight_move_death1 = {FRAME_death1, FRAME_death12, hknight_frames_death1, hknight_dead}; mframe_t hknight_frames_death2 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, hknight_nogib, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t hknight_move_death2 = {FRAME_deathb1, FRAME_deathb9, hknight_frames_death2, hknight_dead}; void hknight_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { int n; if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB)) { gi.sound (self, CHAN_VOICE|CHAN_RELIABLE, gi.soundindex ("q1player/udeath.wav"), 1, ATTN_NORM, 0); for (n= 0; n < 2; n++) ThrowGib (self, "models/objects/q1gibs/q1gib3/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/q1gibs/q1gib1/tris.md2", damage, GIB_ORGANIC); ThrowHead(self, "models/monsters/q1hknight/head/tris.md2", damage, GIB_ORGANIC); self->deadflag = DEAD_DEAD; return; } if (self->deadflag == DEAD_DEAD) return; gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0); self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; if(random() < 0.5) self->monsterinfo.currentmove = &hknight_move_death1; else self->monsterinfo.currentmove = &hknight_move_death2; } #define enemy_vis visible(self, self->enemy) mframe_t knight_charge1_frames [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL }; mmove_t knight_charge1_attack = {FRAME_char_a1, FRAME_char_a16, knight_charge1_frames, hknight_run}; void hknight_check_charge (edict_t *self) { if (!enemy_vis) return; if (fabs(self->s.origin[2] - self->enemy->s.origin[2]) > 20) return; if (PointDist(self->s.origin, self->enemy->s.origin) < 80) return; // Charge self->monsterinfo.currentmove = &knight_charge1_attack; } void hknight_fire_flame (edict_t *self) { int lawl[] = {-2, -1, 0, 1, 2, 3}; int rem = 165; int arraynum = rem-self->s.frame; float offang_y = 0; vec3_t vec, forward, right, start; vec3_t offang, v_forward, temp; AngleVectors (self->s.angles, forward, right, NULL); VectorSet (temp, 0, 0, 14); G_ProjectSource (self->s.origin, temp, forward, right, start); VectorSet (temp, 0, lawl[arraynum], 0); VectorSubtract (self->s.angles, temp, vec); // gi.dprintf("%i, %i\n", lawl[arraynum], arraynum); AngleVectors (vec, forward, NULL, NULL); VectorSubtract (self->enemy->s.origin, self->s.origin, offang); vectoangles (offang, offang); offang_y = self->s.angles[1] + -lawl[arraynum] * 6; offang[1] = offang_y; AngleVectors (offang, v_forward, NULL, NULL); //vec = VectorNormalizeFastf( gi.sound (self, CHAN_WEAPON, gi.soundindex ("q1hknight/attack1.wav"), 1, ATTN_NORM, 0); q1_fire_flame (self, start, v_forward, 0); } mframe_t hknight_frames_magic [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, hknight_fire_flame, ai_charge, 0, hknight_fire_flame, ai_charge, 0, hknight_fire_flame, ai_charge, 0, hknight_fire_flame, ai_charge, 0, hknight_fire_flame, ai_charge, 0, hknight_fire_flame }; mmove_t hknight_magic_attack = { FRAME_magicc1, FRAME_magicc11, hknight_frames_magic, hknight_run}; void hknight_magic (edict_t *self) { self->monsterinfo.currentmove = &hknight_magic_attack; } // // SPAWN // /*QUAKED SP_monster_q1_hknight (1 .5 0) (-16 -16 -24) (16 16 40) Ambush Trigger_Spawn Sight model="models/monsters/q1hknight/tris.md2" */ void SP_monster_q1_hknight (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } sound_death = gi.soundindex ("q1hknight/death1.wav"); sound_pain = gi.soundindex ("q1hknight/pain1.wav"); sound_idle = gi.soundindex ("q1hknight/idle.wav"); sound_sight = gi.soundindex ("q1hknight/sight1.wav"); sound_sword1 = gi.soundindex ("q1hknight/slash1.wav"); sound_sword2 = gi.soundindex ("q1hknight/slash1.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; // Lazarus: special purpose skins if ( self->style ) { PatchMonsterModel("models/monsters/q1hknight/tris.md2"); self->s.skinnum = self->style * 2; } self->s.modelindex = gi.modelindex ("models/monsters/q1hknight/tris.md2"); VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, 40); if (!self->health) self->health = 250; if (!self->gib_health) self->gib_health = -40; if (!self->mass) self->mass = 175; self->pain = hknight_pain; self->die = hknight_die; self->flags |= FL_Q1_MONSTER; self->monsterinfo.stand = hknight_stand; self->monsterinfo.walk = hknight_walk; self->monsterinfo.run = hknight_run; self->monsterinfo.dodge = NULL; self->monsterinfo.attack = hknight_magic; self->monsterinfo.melee = hknight_melee; self->monsterinfo.sight = hknight_sight; self->monsterinfo.search = hknight_stand; self->monsterinfo.idle = hknight_stand; self->dmg = rand()%2; if (!self->monsterinfo.flies) self->monsterinfo.flies = 0.30; // Lazarus if (self->powerarmor) { if (self->powerarmortype == 1) self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN; else self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD; self->monsterinfo.power_armor_power = self->powerarmor; } self->common_name = "Hell Knight"; self->class_id = ENTITY_MONSTER_Q1_HKNIGHT; gi.linkentity (self); self->monsterinfo.currentmove = &hknight_move_stand; self->monsterinfo.scale = MODEL_SCALE; walkmonster_start (self); }