/* Copyright (C) 1996-2022 id Software LLC This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA See file, 'COPYING', for details. */ /* ============================================================================== KNIGHT ============================================================================== */ $cd id1/models/knight2 $origin 0 0 24 $base base $skin skin $frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9 $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 $frame walk10 walk11 walk12 walk13 walk14 walk15 walk16 walk17 $frame walk18 walk19 walk20 $frame run1 run2 run3 run4 run5 run6 run7 run8 $frame pain1 pain2 pain3 pain4 pain5 $frame death1 death2 death3 death4 death5 death6 death7 death8 $frame death9 death10 death11 CORPSEFRAME_HKNIGHT_1 $frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8 $frame CORPSEFRAME_HKNIGHT_2 $frame char_a1 char_a2 char_a3 char_a4 char_a5 char_a6 char_a7 char_a8 $frame char_a9 char_a10 char_a11 char_a12 char_a13 char_a14 char_a15 char_a16 $frame magica1 magica2 magica3 magica4 magica5 magica6 magica7 magica8 $frame magica9 magica10 magica11 magica12 magica13 magica14 $frame magicb1 magicb2 magicb3 magicb4 magicb5 magicb6 magicb7 magicb8 $frame magicb9 magicb10 magicb11 magicb12 magicb13 $frame char_b1 char_b2 char_b3 char_b4 char_b5 char_b6 $frame slice1 slice2 slice3 slice4 slice5 slice6 slice7 slice8 slice9 slice10 $frame smash1 smash2 smash3 smash4 smash5 smash6 smash7 smash8 smash9 smash10 $frame smash11 $frame w_attack1 w_attack2 w_attack3 w_attack4 w_attack5 w_attack6 w_attack7 $frame w_attack8 w_attack9 w_attack10 w_attack11 w_attack12 w_attack13 w_attack14 $frame w_attack15 w_attack16 w_attack17 w_attack18 w_attack19 w_attack20 $frame w_attack21 w_attack22 $frame magicc1 magicc2 magicc3 magicc4 magicc5 magicc6 magicc7 magicc8 $frame magicc9 magicc10 magicc11 void() hknight_char_a1; void() hknight_run1; void() hk_idle_sound; void(float offset) hknight_shot = { local vector offang; local vector org, vec; offang = vectoangles (self.enemy.origin - self.origin); offang_y = offang_y + offset * 6; makevectors (offang); org = self.origin + self.mins + self.size*0.5 + v_forward * 20; // set missile speed vec = normalize (v_forward); vec_z = 0 - vec_z + (random() - 0.5)*0.1; launch_spike (org, vec); newmis.classname = "knightspike"; setmodel (newmis, "progs/k_spike.mdl"); setsize (newmis, VEC_ORIGIN, VEC_ORIGIN); newmis.velocity = vec*300; newmis.effects = EF_CANDLELIGHT; sound (self, CHAN_WEAPON, "hknight/attack1.wav", 1, ATTN_NORM); }; void() CheckForCharge = { // check for mad charge if (!enemy_visible) return; if (time < self.attack_finished) return; if ( fabs(self.origin_z - self.enemy.origin_z) > 20) return; // too much height change if ( vlen (self.origin - self.enemy.origin) < 80) return; // use regular attack // charge SUB_AttackFinished (2); hknight_char_a1 (); }; void() CheckContinueCharge = { if (time > self.attack_finished) { SUB_AttackFinished (3); hknight_run1 (); return; // done charging } if (random() > 0.5) sound (self, CHAN_WEAPON, "knight/sword2.wav", 1, ATTN_NORM); else sound (self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM); }; //=========================================================================== void() hknight_stand1 =[ $stand1, hknight_stand2 ] {ai_stand();}; void() hknight_stand2 =[ $stand2, hknight_stand3 ] {ai_stand();}; void() hknight_stand3 =[ $stand3, hknight_stand4 ] {ai_stand();}; void() hknight_stand4 =[ $stand4, hknight_stand5 ] {ai_stand();}; void() hknight_stand5 =[ $stand5, hknight_stand6 ] {ai_stand();}; void() hknight_stand6 =[ $stand6, hknight_stand7 ] {ai_stand();}; void() hknight_stand7 =[ $stand7, hknight_stand8 ] {ai_stand();}; void() hknight_stand8 =[ $stand8, hknight_stand9 ] {ai_stand();}; void() hknight_stand9 =[ $stand9, hknight_stand1 ] {ai_stand();}; //=========================================================================== void() hknight_walk1 =[ $walk1, hknight_walk2 ] { hk_idle_sound(); ai_walk(2);}; void() hknight_walk2 =[ $walk2, hknight_walk3 ] {ai_walk(5);}; void() hknight_walk3 =[ $walk3, hknight_walk4 ] {ai_walk(5);}; void() hknight_walk4 =[ $walk4, hknight_walk5 ] {ai_walk(4);}; void() hknight_walk5 =[ $walk5, hknight_walk6 ] {ai_walk(4);}; void() hknight_walk6 =[ $walk6, hknight_walk7 ] {ai_walk(2);}; void() hknight_walk7 =[ $walk7, hknight_walk8 ] {ai_walk(2);}; void() hknight_walk8 =[ $walk8, hknight_walk9 ] {ai_walk(3);}; void() hknight_walk9 =[ $walk9, hknight_walk10 ] {ai_walk(3);}; void() hknight_walk10 =[ $walk10, hknight_walk11 ] {ai_walk(4);}; void() hknight_walk11 =[ $walk11, hknight_walk12 ] {ai_walk(3);}; void() hknight_walk12 =[ $walk12, hknight_walk13 ] {ai_walk(4);}; void() hknight_walk13 =[ $walk13, hknight_walk14 ] {ai_walk(6);}; void() hknight_walk14 =[ $walk14, hknight_walk15 ] {ai_walk(2);}; void() hknight_walk15 =[ $walk15, hknight_walk16 ] {ai_walk(2);}; void() hknight_walk16 =[ $walk16, hknight_walk17 ] {ai_walk(4);}; void() hknight_walk17 =[ $walk17, hknight_walk18 ] {ai_walk(3);}; void() hknight_walk18 =[ $walk18, hknight_walk19 ] {ai_walk(3);}; void() hknight_walk19 =[ $walk19, hknight_walk20 ] {ai_walk(3);}; void() hknight_walk20 =[ $walk20, hknight_walk1 ] {ai_walk(2);}; //=========================================================================== void() hknight_run1 =[ $run1, hknight_run2 ] { hk_idle_sound(); ai_run (20); CheckForCharge (); }; void() hknight_run2 =[ $run2, hknight_run3 ] {ai_run(25);}; void() hknight_run3 =[ $run3, hknight_run4 ] {ai_run(18);}; void() hknight_run4 =[ $run4, hknight_run5 ] {ai_run(16);}; void() hknight_run5 =[ $run5, hknight_run6 ] {ai_run(14);}; void() hknight_run6 =[ $run6, hknight_run7 ] {ai_run(25);}; void() hknight_run7 =[ $run7, hknight_run8 ] {ai_run(21);}; void() hknight_run8 =[ $run8, hknight_run1 ] {ai_run(13);}; //============================================================================ void() hknight_pain1 =[ $pain1, hknight_pain2 ] {sound (self, CHAN_VOICE, "hknight/pain1.wav", 1, ATTN_NORM);}; void() hknight_pain2 =[ $pain2, hknight_pain3 ] {}; void() hknight_pain3 =[ $pain3, hknight_pain4 ] {}; void() hknight_pain4 =[ $pain4, hknight_pain5 ] {}; void() hknight_pain5 =[ $pain5, hknight_run1 ] {}; //============================================================================ void() hknight_die1 =[ $death1, hknight_die2 ] {ai_forward(10);}; void() hknight_die2 =[ $death2, hknight_die3 ] {ai_forward(8);}; void() hknight_die3 =[ $death3, hknight_die4 ] {self.solid = SOLID_NOT; ai_forward(7);}; void() hknight_die4 =[ $death4, hknight_die5 ] {}; void() hknight_die5 =[ $death5, hknight_die6 ] {}; void() hknight_die6 =[ $death6, hknight_die7 ] {}; void() hknight_die7 =[ $death7, hknight_die8 ] {}; void() hknight_die8 =[ $death8, hknight_die9 ] {ai_forward(10);}; void() hknight_die9 =[ $death9, hknight_die10 ] {ai_forward(11);}; void() hknight_die10 =[ $death10, hknight_die11 ] {}; void() hknight_die11 =[ $death11, hknight_die12 ] {}; void() hknight_die12 =[ $CORPSEFRAME_HKNIGHT_1, hknight_die12 ] { if (horde_ent) { self.think = MonsterFade; self.nextthink = time + FADETIME; } }; void() hknight_dieb1 =[ $deathb1, hknight_dieb2 ] {}; void() hknight_dieb2 =[ $deathb2, hknight_dieb3 ] {}; void() hknight_dieb3 =[ $deathb3, hknight_dieb4 ] {self.solid = SOLID_NOT;}; void() hknight_dieb4 =[ $deathb4, hknight_dieb5 ] {}; void() hknight_dieb5 =[ $deathb5, hknight_dieb6 ] {}; void() hknight_dieb6 =[ $deathb6, hknight_dieb7 ] {}; void() hknight_dieb7 =[ $deathb7, hknight_dieb8 ] {}; void() hknight_dieb8 =[ $deathb8, hknight_dieb9 ] {}; void() hknight_dieb9 =[ $CORPSEFRAME_HKNIGHT_2, hknight_dieb9 ] { if (horde_ent) { self.think = MonsterFade; self.nextthink = time + FADETIME; } }; void() hknight_die = { // check for gib if (self.health < -40) { sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); ThrowHead ("progs/h_hellkn.mdl", self.health); ThrowGib ("progs/gib1.mdl", self.health); ThrowGib ("progs/gib2.mdl", self.health); ThrowGib ("progs/gib3.mdl", self.health); return; } // regular death sound (self, CHAN_VOICE, "hknight/death1.wav", 1, ATTN_NORM); if (random() > 0.5) hknight_die1 (); else hknight_dieb1 (); }; //============================================================================ void() hknight_magica1 =[ $magica1, hknight_magica2 ] {ai_face();}; void() hknight_magica2 =[ $magica2, hknight_magica3 ] {ai_face();}; void() hknight_magica3 =[ $magica3, hknight_magica4 ] {ai_face();}; void() hknight_magica4 =[ $magica4, hknight_magica5 ] {ai_face();}; void() hknight_magica5 =[ $magica5, hknight_magica6 ] {ai_face();}; void() hknight_magica6 =[ $magica6, hknight_magica7 ] {ai_face();}; void() hknight_magica7 =[ $magica7, hknight_magica8 ] {hknight_shot(-2);}; void() hknight_magica8 =[ $magica8, hknight_magica9 ] {hknight_shot(-1);}; void() hknight_magica9 =[ $magica9, hknight_magica10] {hknight_shot(0);}; void() hknight_magica10 =[ $magica10, hknight_magica11] {hknight_shot(1);}; void() hknight_magica11 =[ $magica11, hknight_magica12] {hknight_shot(2);}; void() hknight_magica12 =[ $magica12, hknight_magica13] {hknight_shot(3);}; void() hknight_magica13 =[ $magica13, hknight_magica14] {ai_face();}; void() hknight_magica14 =[ $magica14, hknight_run1 ] {ai_face();}; //============================================================================ void() hknight_magicb1 =[ $magicb1, hknight_magicb2 ] {ai_face();}; void() hknight_magicb2 =[ $magicb2, hknight_magicb3 ] {ai_face();}; void() hknight_magicb3 =[ $magicb3, hknight_magicb4 ] {ai_face();}; void() hknight_magicb4 =[ $magicb4, hknight_magicb5 ] {ai_face();}; void() hknight_magicb5 =[ $magicb5, hknight_magicb6 ] {ai_face();}; void() hknight_magicb6 =[ $magicb6, hknight_magicb7 ] {ai_face();}; void() hknight_magicb7 =[ $magicb7, hknight_magicb8 ] {hknight_shot(-2);}; void() hknight_magicb8 =[ $magicb8, hknight_magicb9 ] {hknight_shot(-1);}; void() hknight_magicb9 =[ $magicb9, hknight_magicb10] {hknight_shot(0);}; void() hknight_magicb10 =[ $magicb10, hknight_magicb11] {hknight_shot(1);}; void() hknight_magicb11 =[ $magicb11, hknight_magicb12] {hknight_shot(2);}; void() hknight_magicb12 =[ $magicb12, hknight_magicb13] {hknight_shot(3);}; void() hknight_magicb13 =[ $magicb13, hknight_run1] {ai_face();}; //============================================================================ void() hknight_magicc1 =[ $magicc1, hknight_magicc2 ] {ai_face();}; void() hknight_magicc2 =[ $magicc2, hknight_magicc3 ] {ai_face();}; void() hknight_magicc3 =[ $magicc3, hknight_magicc4 ] {ai_face();}; void() hknight_magicc4 =[ $magicc4, hknight_magicc5 ] {ai_face();}; void() hknight_magicc5 =[ $magicc5, hknight_magicc6 ] {ai_face();}; void() hknight_magicc6 =[ $magicc6, hknight_magicc7 ] {hknight_shot(-2);}; void() hknight_magicc7 =[ $magicc7, hknight_magicc8 ] {hknight_shot(-1);}; void() hknight_magicc8 =[ $magicc8, hknight_magicc9 ] {hknight_shot(0);}; void() hknight_magicc9 =[ $magicc9, hknight_magicc10] {hknight_shot(1);}; void() hknight_magicc10 =[ $magicc10, hknight_magicc11] {hknight_shot(2);}; void() hknight_magicc11 =[ $magicc11, hknight_run1] {hknight_shot(3);}; //=========================================================================== void() hknight_char_a1 =[ $char_a1, hknight_char_a2 ] {ai_charge(20);}; void() hknight_char_a2 =[ $char_a2, hknight_char_a3 ] {ai_charge(25);}; void() hknight_char_a3 =[ $char_a3, hknight_char_a4 ] {ai_charge(18);}; void() hknight_char_a4 =[ $char_a4, hknight_char_a5 ] {ai_charge(16);}; void() hknight_char_a5 =[ $char_a5, hknight_char_a6 ] {ai_charge(14);}; void() hknight_char_a6 =[ $char_a6, hknight_char_a7 ] {ai_charge(20); ai_melee();}; void() hknight_char_a7 =[ $char_a7, hknight_char_a8 ] {ai_charge(21); ai_melee();}; void() hknight_char_a8 =[ $char_a8, hknight_char_a9 ] {ai_charge(13); ai_melee();}; void() hknight_char_a9 =[ $char_a9, hknight_char_a10 ] {ai_charge(20); ai_melee();}; void() hknight_char_a10=[ $char_a10, hknight_char_a11 ] {ai_charge(20); ai_melee();}; void() hknight_char_a11=[ $char_a11, hknight_char_a12 ] {ai_charge(18); ai_melee();}; void() hknight_char_a12=[ $char_a12, hknight_char_a13 ] {ai_charge(16);}; void() hknight_char_a13=[ $char_a13, hknight_char_a14 ] {ai_charge(14);}; void() hknight_char_a14=[ $char_a14, hknight_char_a15 ] {ai_charge(25);}; void() hknight_char_a15=[ $char_a15, hknight_char_a16 ] {ai_charge(21);}; void() hknight_char_a16=[ $char_a16, hknight_run1 ] {ai_charge(13);}; //=========================================================================== void() hknight_char_b1 =[ $char_b1, hknight_char_b2 ] {CheckContinueCharge (); ai_charge(23); ai_melee();}; void() hknight_char_b2 =[ $char_b2, hknight_char_b3 ] {ai_charge(17); ai_melee();}; void() hknight_char_b3 =[ $char_b3, hknight_char_b4 ] {ai_charge(12); ai_melee();}; void() hknight_char_b4 =[ $char_b4, hknight_char_b5 ] {ai_charge(22); ai_melee();}; void() hknight_char_b5 =[ $char_b5, hknight_char_b6 ] {ai_charge(18); ai_melee();}; void() hknight_char_b6 =[ $char_b6, hknight_char_b1 ] {ai_charge(8); ai_melee();}; //=========================================================================== void() hknight_slice1 =[ $slice1, hknight_slice2 ] {ai_charge(9);}; void() hknight_slice2 =[ $slice2, hknight_slice3 ] {ai_charge(6);}; void() hknight_slice3 =[ $slice3, hknight_slice4 ] {ai_charge(13);}; void() hknight_slice4 =[ $slice4, hknight_slice5 ] {ai_charge(4);}; void() hknight_slice5 =[ $slice5, hknight_slice6 ] {ai_charge(7); ai_melee();}; void() hknight_slice6 =[ $slice6, hknight_slice7 ] {ai_charge(15); ai_melee();}; void() hknight_slice7 =[ $slice7, hknight_slice8 ] {ai_charge(8); ai_melee();}; void() hknight_slice8 =[ $slice8, hknight_slice9 ] {ai_charge(2); ai_melee();}; void() hknight_slice9 =[ $slice9, hknight_slice10 ] {ai_melee();}; void() hknight_slice10 =[ $slice10, hknight_run1 ] {ai_charge(3);}; //=========================================================================== void() hknight_smash1 =[ $smash1, hknight_smash2 ] {ai_charge(1);}; void() hknight_smash2 =[ $smash2, hknight_smash3 ] {ai_charge(13);}; void() hknight_smash3 =[ $smash3, hknight_smash4 ] {ai_charge(9);}; void() hknight_smash4 =[ $smash4, hknight_smash5 ] {ai_charge(11);}; void() hknight_smash5 =[ $smash5, hknight_smash6 ] {ai_charge(10); ai_melee();}; void() hknight_smash6 =[ $smash6, hknight_smash7 ] {ai_charge(7); ai_melee();}; void() hknight_smash7 =[ $smash7, hknight_smash8 ] {ai_charge(12); ai_melee();}; void() hknight_smash8 =[ $smash8, hknight_smash9 ] {ai_charge(2); ai_melee();}; void() hknight_smash9 =[ $smash9, hknight_smash10 ] {ai_charge(3); ai_melee();}; void() hknight_smash10 =[ $smash10, hknight_smash11 ] {ai_charge(0);}; void() hknight_smash11 =[ $smash11, hknight_run1 ] {ai_charge(0);}; //============================================================================ void() hknight_watk1 =[ $w_attack1, hknight_watk2 ] {ai_charge(2);}; void() hknight_watk2 =[ $w_attack2, hknight_watk3 ] {ai_charge(0);}; void() hknight_watk3 =[ $w_attack3, hknight_watk4 ] {ai_charge(0);}; void() hknight_watk4 =[ $w_attack4, hknight_watk5 ] {ai_melee();}; void() hknight_watk5 =[ $w_attack5, hknight_watk6 ] {ai_melee();}; void() hknight_watk6 =[ $w_attack6, hknight_watk7 ] {ai_melee();}; void() hknight_watk7 =[ $w_attack7, hknight_watk8 ] {ai_charge(1);}; void() hknight_watk8 =[ $w_attack8, hknight_watk9 ] {ai_charge(4);}; void() hknight_watk9 =[ $w_attack9, hknight_watk10 ] {ai_charge(5);}; void() hknight_watk10 =[ $w_attack10, hknight_watk11 ] {ai_charge(3); ai_melee();}; void() hknight_watk11 =[ $w_attack11, hknight_watk12 ] {ai_charge(2); ai_melee();}; void() hknight_watk12 =[ $w_attack12, hknight_watk13 ] {ai_charge(2); ai_melee();}; void() hknight_watk13 =[ $w_attack13, hknight_watk14 ] {ai_charge(0);}; void() hknight_watk14 =[ $w_attack14, hknight_watk15 ] {ai_charge(0);}; void() hknight_watk15 =[ $w_attack15, hknight_watk16 ] {ai_charge(0);}; void() hknight_watk16 =[ $w_attack16, hknight_watk17 ] {ai_charge(1);}; void() hknight_watk17 =[ $w_attack17, hknight_watk18 ] {ai_charge(1); ai_melee();}; void() hknight_watk18 =[ $w_attack18, hknight_watk19 ] {ai_charge(3); ai_melee();}; void() hknight_watk19 =[ $w_attack19, hknight_watk20 ] {ai_charge(4); ai_melee();}; void() hknight_watk20 =[ $w_attack20, hknight_watk21 ] {ai_charge(6);}; void() hknight_watk21 =[ $w_attack21, hknight_watk22 ] {ai_charge(7);}; void() hknight_watk22 =[ $w_attack22, hknight_run1 ] {ai_charge(3);}; //============================================================================ void() hk_idle_sound = { if (random() < 0.2) sound (self, CHAN_VOICE, "hknight/idle.wav", 1, ATTN_NORM); }; void(entity attacker, float damage) hknight_pain = { if (self.pain_finished > time) return; sound (self, CHAN_VOICE, "hknight/pain1.wav", 1, ATTN_NORM); if (time - self.pain_finished > 5) { // allways go into pain frame if it has been a while hknight_pain1 (); self.pain_finished = time + 1; return; } if ((random()*30 > damage) ) return; // didn't flinch self.pain_finished = time + 1; hknight_pain1 (); }; float hknight_type; void() hknight_melee = { hknight_type = hknight_type + 1; sound (self, CHAN_WEAPON, "hknight/slash1.wav", 1, ATTN_NORM); if (hknight_type == 1) hknight_slice1 (); else if (hknight_type == 2) hknight_smash1 (); else if (hknight_type == 3) { hknight_watk1 (); hknight_type = 0; } }; /*QUAKED monster_hell_knight (1 0 0) (-16 -16 -24) (16 16 40) Ambush */ void() monster_hell_knight = { precache_model2 ("progs/hknight.mdl"); precache_model2 ("progs/k_spike.mdl"); precache_model2 ("progs/h_hellkn.mdl"); precache_sound2 ("hknight/attack1.wav"); precache_sound2 ("hknight/death1.wav"); precache_sound2 ("hknight/pain1.wav"); precache_sound2 ("hknight/sight1.wav"); precache_sound ("hknight/hit.wav"); // used by C code, so don't sound2 precache_sound2 ("hknight/slash1.wav"); precache_sound2 ("hknight/idle.wav"); precache_sound2 ("hknight/grunt.wav"); precache_sound ("knight/sword1.wav"); precache_sound ("knight/sword2.wav"); self.health = 250; self.th_stand = hknight_stand1; self.th_walk = hknight_walk1; self.th_run = hknight_run1; self.th_melee = hknight_melee; self.th_missile = hknight_magicc1; self.th_pain = hknight_pain; self.th_die = hknight_die; self.allowPathFind = TRUE; self.combat_style = CS_MIXED; InitMonster("progs/hknight.mdl", MONSTER_TYPE_WALK, MONSTER_SIZE_SMALL); };