//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. ========= // // The copyright to the contents herein is the property of Charles G. Cleveland. // The contents may be used and/or copied only with the written permission of // Charles G. Cleveland, or in accordance with the terms and conditions stipulated in // the agreement/contract under which the contents have been supplied. // // Purpose: // // $Workfile: AvHPlayerUpgrade.cpp $ // $Date: 2002/11/05 06:17:26 $ // //------------------------------------------------------------------------------- // $Log: AvHPlayerUpgrade.cpp,v $ // Revision 1.25 2002/11/05 06:17:26 Flayra // - Balance changes // // Revision 1.24 2002/10/20 02:36:14 Flayra // - Regular update // // Revision 1.23 2002/10/18 22:22:04 Flayra // - Toned down fade armor // // Revision 1.22 2002/10/04 18:03:43 Flayra // - Soldier armor reduced back to 50 + 20 per upgrade (instead of 100 + 20). Means two skulk bites to kill. // // Revision 1.21 2002/10/03 19:02:19 Flayra // - Toned down primal scream // // Revision 1.20 2002/09/25 20:50:23 Flayra // - Increased armor for soldiers to 100 // - Heavy armor now takes 100% of damage // // Revision 1.19 2002/09/23 22:02:56 Flayra // - Fixed bug where damage upgrades were applying when they shouldn't (for aliens) // - Added heavy armor // // Revision 1.18 2002/09/09 20:05:20 Flayra // - More heavily armored cocooned aliens to allow them to morph in combat a bit more and for tension when encountered // // Revision 1.17 2002/08/31 18:01:02 Flayra // - Work at VALVe // // Revision 1.16 2002/08/16 02:43:16 Flayra // - Adjusted power armor slightly so it's not worse then regular armor at any point // // Revision 1.15 2002/07/28 19:21:28 Flayra // - Balance changes after/during RC4a // // Revision 1.14 2002/07/23 17:18:47 Flayra // - Level 1 armor toned down, power armor changes // // Revision 1.13 2002/07/01 21:43:56 Flayra // - Added offensive upgrade back, when under the influence...of primal scream! // // Revision 1.12 2002/06/25 18:14:40 Flayra // - Removed old offensive upgrades // // Revision 1.11 2002/06/03 16:55:49 Flayra // - Toned down carapace and marine upgrades // // Revision 1.10 2002/05/23 02:33:20 Flayra // - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development. // //=============================================================================== #include "AvHPlayerUpgrade.h" #include "AvHSpecials.h" #include "../util/Balance.h" #include "../common/damagetypes.h" const int kWeaponTracerDefault = 0; const int kWeaponTracerLevelOne = 6; const int kWeaponTracerLevelTwo = 4; const int kWeaponTracerLevelThree = 2; float AvHPlayerUpgrade::GetAlienMeleeDamageUpgrade(int inUpgrade, bool inIncludeFocus) { float theMultiplier = 1.0f; if(GetHasUpgrade(inUpgrade, MASK_BUFFED)) { theMultiplier = 1.0f + (float)BALANCE_VAR(kPrimalScreamDamageModifier); } if(inIncludeFocus) { theMultiplier *= AvHPlayerUpgrade::GetFocusDamageUpgrade(inUpgrade); } return theMultiplier; } float AvHPlayerUpgrade::GetAlienRangedDamageUpgrade(int inUpgrade) { float theMultiplier = 1.0f; if(GetHasUpgrade(inUpgrade, MASK_BUFFED)) { theMultiplier = 1.0f + (float)BALANCE_VAR(kPrimalScreamDamageModifier); } return theMultiplier; } float AvHPlayerUpgrade::GetFocusDamageUpgrade(int inUpgrade) { float theFocusDamageUpgrade = 1.0f; int theFocusLevel = AvHGetAlienUpgradeLevel(inUpgrade, MASK_UPGRADE_8); if(theFocusLevel > 0) { // Increase damage for each level of focus const float theFocusDamageUpgradePercentPerLevel = (float)BALANCE_VAR(kFocusDamageUpgradePercentPerLevel); theFocusDamageUpgrade += theFocusLevel*theFocusDamageUpgradePercentPerLevel; } return theFocusDamageUpgrade; } float AvHPlayerUpgrade::GetArmorValue(int inNumHives) { // Each point of armor is work 1/x points of health float theArmorBonus = BALANCE_VAR(kArmorValueNonAlien); if(inNumHives == 3) { //float theArmorValueBase = 1.0f + (float)BALANCE_VAR(kArmorValueBase); //float theArmorValuePerHive = (float)BALANCE_VAR(kArmorValuePerHive); //inNumHives = min(inNumHives, kMaxHives); //theArmorBonus = (theArmorValueBase + inNumHives*theArmorValuePerHive); theArmorBonus+=kArmorValuePerHive; } // Smaller is better theArmorBonus = 1.0f/theArmorBonus; return theArmorBonus; } float AvHPlayerUpgrade::GetArmorAbsorption(AvHUser3 inUser3, int inUpgrade, int inNumHives) { // A value of .2 means the armor Takes 80% of the damage, so the value gets smaller as it improves float theAbsorption = (float)BALANCE_VAR(kArmorAbsorptionBase); inNumHives = min(inNumHives, kMaxHives);//: prevent aliens taking negative damage if some mapper goon (or me :o) ) decides to put more than 3 hives on the map. // Heavy armor is the shiznit if(inUser3 == AVH_USER3_MARINE_PLAYER && GetHasUpgrade(inUpgrade, MASK_UPGRADE_13)) { float theHeavyArmorAbsorbPercent = BALANCE_VAR(kHeavyArmorAbsorbPercent)/100.0f; ASSERT(theHeavyArmorAbsorbPercent >= 0.0f); ASSERT(theHeavyArmorAbsorbPercent <= 1.0f); theAbsorption = 1.0f - theHeavyArmorAbsorbPercent; } // Increase absorption at higher hive-levels to make sure armor is always used before player dies if(inNumHives==3) { switch(inUser3) { case AVH_USER3_ALIEN_PLAYER1: case AVH_USER3_ALIEN_PLAYER2: case AVH_USER3_ALIEN_PLAYER3: case AVH_USER3_ALIEN_PLAYER4: case AVH_USER3_ALIEN_PLAYER5: case AVH_USER3_ALIEN_EMBRYO: theAbsorption -= (float)BALANCE_VAR(kArmorAbsorptionPerExtraHive); break; } } ASSERT(theAbsorption >= 0.0f); ASSERT(theAbsorption <= 1.0f); return theAbsorption; } int AvHPlayerUpgrade::GetMaxHealth(int inUpgrade, AvHUser3 inUser3, int inLevel) { int theMaxHealth = 0; int theHealthLevelIncrementPercent = BALANCE_VAR(kCombatLevelHealthIncrease); // TODO: Take into account upgrade if added switch(inUser3) { default: case AVH_USER3_MARINE_PLAYER: case AVH_USER3_COMMANDER_PLAYER: theMaxHealth = BALANCE_VAR(kMarineHealth); break; case AVH_USER3_ALIEN_PLAYER1: theMaxHealth = BALANCE_VAR(kSkulkHealth); break; case AVH_USER3_ALIEN_PLAYER2: theMaxHealth = BALANCE_VAR(kGorgeHealth); break; case AVH_USER3_ALIEN_PLAYER3: theMaxHealth = BALANCE_VAR(kLerkHealth); break; case AVH_USER3_ALIEN_PLAYER4: theMaxHealth = BALANCE_VAR(kFadeHealth); break; case AVH_USER3_ALIEN_PLAYER5: theMaxHealth = BALANCE_VAR(kOnosHealth); break; case AVH_USER3_ALIEN_EMBRYO: theMaxHealth = BALANCE_VAR(kGestateHealth); break; } //return (1.0f + (inLevel - 1)*theHealthLevelIncrementPercent)*theMaxHealth; return theMaxHealth + (inLevel - 1)*theHealthLevelIncrementPercent; } int AvHPlayerUpgrade::GetMaxArmorLevel(int inUpgrade, AvHUser3 inUser3) { int theMaxArmorLevel = 0; int theArmorLevel = AvHPlayerUpgrade::GetArmorUpgrade(inUser3, inUpgrade); //bool theHasAlienCarapace = GetHasUpgrade(inUpgrade, MASK_UPGRADE_1); bool theHasPowerArmor = GetHasUpgrade(inUpgrade, MASK_UPGRADE_10); bool theHasHeavyArmor = GetHasUpgrade(inUpgrade, MASK_UPGRADE_13); // Upgrade TODO: Take different levels into account? switch(inUser3) { default: case AVH_USER3_MARINE_PLAYER: case AVH_USER3_COMMANDER_PLAYER: //theMaxArmorLevel = 100 + theArmorLevel*20; theMaxArmorLevel = BALANCE_VAR(kMarineBaseArmor) + (int)((theArmorLevel/3.0f)*BALANCE_VAR(kMarineArmorUpgrade)); if(theHasHeavyArmor) { theMaxArmorLevel = BALANCE_VAR(kMarineBaseHeavyArmor) + (int)((theArmorLevel/3.0f)*BALANCE_VAR(kMarineHeavyArmorUpgrade)); } //if(theHasPowerArmor) //{ // theMaxArmorLevel *= 2; //} break; case AVH_USER3_ALIEN_PLAYER1: theMaxArmorLevel = BALANCE_VAR(kSkulkBaseArmor) + (int)((theArmorLevel/3.0f)*BALANCE_VAR(kSkulkArmorUpgrade));//(theHasAlienCarapace ? 30 : 10); break; case AVH_USER3_ALIEN_PLAYER2: theMaxArmorLevel = BALANCE_VAR(kGorgeBaseArmor) + (int)((theArmorLevel/3.0f)*BALANCE_VAR(kGorgeArmorUpgrade));//(theHasAlienCarapace ? 75 : 50); break; case AVH_USER3_ALIEN_PLAYER3: theMaxArmorLevel = BALANCE_VAR(kLerkBaseArmor) + (int)((theArmorLevel/3.0f)*BALANCE_VAR(kLerkArmorUpgrade));//(theHasAlienCarapace ? 75 : 50); break; case AVH_USER3_ALIEN_PLAYER4: theMaxArmorLevel = BALANCE_VAR(kFadeBaseArmor) + (int)((theArmorLevel/3.0f)*BALANCE_VAR(kFadeArmorUpgrade));//(theHasAlienCarapace ? 150 : 125); break; case AVH_USER3_ALIEN_PLAYER5: theMaxArmorLevel = BALANCE_VAR(kOnosBaseArmor) + (int)((theArmorLevel/3.0f)*BALANCE_VAR(kOnosArmorUpgrade));//(theHasAlienCarapace ? 200 : 150); break; case AVH_USER3_ALIEN_EMBRYO: theMaxArmorLevel = BALANCE_VAR(kGestateBaseArmor); break; } return theMaxArmorLevel; } // Returns the level: 0, 1, 2 or 3 int AvHPlayerUpgrade::GetArmorUpgrade(AvHUser3 inUser3, int inUpgrade, float* theArmorMultiplier) { int theUpgradeLevel = 0; if(theArmorMultiplier) *theArmorMultiplier = 1.0f; bool theIsMarine = false; switch(inUser3) { case AVH_USER3_MARINE_PLAYER: case AVH_USER3_COMMANDER_PLAYER: theIsMarine = true; break; } if(theIsMarine) { if(GetHasUpgrade(inUpgrade, MASK_UPGRADE_6)) { if(theArmorMultiplier) *theArmorMultiplier = 1.0f + (float)BALANCE_VAR(kMarineArmorLevelThree); theUpgradeLevel = 3; } else if(GetHasUpgrade(inUpgrade, MASK_UPGRADE_5)) { if(theArmorMultiplier) *theArmorMultiplier = 1.0f + (float)BALANCE_VAR(kMarineArmorLevelTwo); theUpgradeLevel = 2; } else if(GetHasUpgrade(inUpgrade, MASK_UPGRADE_4)) { if(theArmorMultiplier) *theArmorMultiplier = 1.0f + (float)BALANCE_VAR(kMarineArmorLevelOne); theUpgradeLevel = 1; } } else { if(GetHasUpgrade(inUpgrade, MASK_UPGRADE_1)) { if(theArmorMultiplier) { *theArmorMultiplier = 1.0f + (float)BALANCE_VAR(kAlienArmorLevelOne); } theUpgradeLevel = 1; if(GetHasUpgrade(inUpgrade, MASK_UPGRADE_10)) { if(theArmorMultiplier) { *theArmorMultiplier = 1.0f + (float)BALANCE_VAR(kAlienArmorLevelTwo); } theUpgradeLevel = 2; } if(GetHasUpgrade(inUpgrade, MASK_UPGRADE_11)) { if(theArmorMultiplier) { *theArmorMultiplier = 1.0f + (float)BALANCE_VAR(kAlienArmorLevelThree); } theUpgradeLevel = 3; } } } return theUpgradeLevel; } // Returns the level: 0, 1, 2 or 3 int AvHPlayerUpgrade::GetWeaponUpgrade(int inUser3, int inUpgrade, float* outDamageMultiplier, int* outTracerFreq, float* outSpread) { int theUpgradeLevel = 0; if(outDamageMultiplier) *outDamageMultiplier = 1.0f; if(outTracerFreq) *outTracerFreq = kWeaponTracerDefault; // Only marines and marine items can get damage upgrades switch(inUser3) { case AVH_USER3_MARINE_PLAYER: case AVH_USER3_TURRET: case AVH_USER3_SIEGETURRET: case AVH_USER3_MARINEITEM: case AVH_USER3_MINE: case AVH_USER3_NUKE: // Apply extra damage for upgrade if(GetHasUpgrade(inUpgrade, MASK_UPGRADE_3)) { if(outDamageMultiplier) *outDamageMultiplier *= (1.0f + (float)BALANCE_VAR(kWeaponDamageLevelThree)); if(outTracerFreq) *outTracerFreq = kWeaponTracerLevelThree; theUpgradeLevel = 3; } else if(GetHasUpgrade(inUpgrade, MASK_UPGRADE_2)) { if(outDamageMultiplier) *outDamageMultiplier *= (1.0f + (float)BALANCE_VAR(kWeaponDamageLevelTwo)); if(outTracerFreq) *outTracerFreq = kWeaponTracerLevelTwo; theUpgradeLevel = 2; } else if(GetHasUpgrade(inUpgrade, MASK_UPGRADE_1)) { if(outDamageMultiplier) *outDamageMultiplier *= (1.0f + (float)BALANCE_VAR(kWeaponDamageLevelOne)); if(outTracerFreq) *outTracerFreq = kWeaponTracerLevelOne; theUpgradeLevel = 1; } break; } return theUpgradeLevel; } float AvHPlayerUpgrade::GetSilenceVolumeLevel(AvHUser3 inUser3, int inUpgrade) { int theSilenceLevel = 0; switch(inUser3) { case AVH_USER3_ALIEN_PLAYER1: case AVH_USER3_ALIEN_PLAYER2: case AVH_USER3_ALIEN_PLAYER3: case AVH_USER3_ALIEN_PLAYER4: case AVH_USER3_ALIEN_PLAYER5: case AVH_USER3_ALIEN_EMBRYO: theSilenceLevel = AvHGetAlienUpgradeLevel(inUpgrade, MASK_UPGRADE_6); break; } //float theSilenceVolumeFactor = (1 - (theSilenceLevel/3.0f)); float theSilenceVolumeFactor = 1.0f; switch(theSilenceLevel) { case 1: theSilenceVolumeFactor = (float)BALANCE_VAR(kSilenceLevel1Volume); break; case 2: theSilenceVolumeFactor = (float)BALANCE_VAR(kSilenceLevel2Volume); break; case 3: theSilenceVolumeFactor = (float)BALANCE_VAR(kSilenceLevel3Volume); break; } return theSilenceVolumeFactor; } float AvHPlayerUpgrade::CalculateDamageLessArmor(AvHUser3 inUser3, int inUser4, float flDamage, float& ioArmorValue, int bitsDamageType, int inNumHives) { // if we're alien, if we have the armor upgrade, we take less damage off the top // if(AvHGetIsAlien(inUser3)) // { // int theArmorUpgradeLevel = AvHGetAlienUpgradeLevel(inUser4, MASK_UPGRADE_1); // if((theArmorUpgradeLevel > 0) && ((int)(ioArmorValue) > 0)) // { // float thePercentageOffTop = .1f*theArmorUpgradeLevel; // flDamage -= flDamage*thePercentageOffTop; // } // } float flRatio = AvHPlayerUpgrade::GetArmorAbsorption(inUser3, inUser4, inNumHives); float flBonus = AvHPlayerUpgrade::GetArmorValue(inNumHives); // Level 1 aliens don't take falling damage, ever if((inUser3 == AVH_USER3_ALIEN_PLAYER1) && (bitsDamageType & DMG_FALL)) { flDamage = 0.0f; } // Armor. if (ioArmorValue && !(bitsDamageType & (DMG_FALL | DMG_DROWN)) )// armor doesn't protect against fall or drown damage! { float flNew = flDamage*flRatio; float flArmor = (flDamage - flNew)*flBonus; // Does this use more armor than we have? if (flArmor > ioArmorValue) { flArmor = ioArmorValue; flArmor *= (1/flBonus); flNew = flDamage - flArmor; ioArmorValue = 0; } else { ioArmorValue -= flArmor; if ( bitsDamageType & (NS_DMG_ACID) ) { ioArmorValue -= flArmor; } } flDamage = flNew; } return flDamage; } const int kCombatMinLevel = 1; const int kCombatMaxLevel = 10; float AvHPlayerUpgrade::GetExperienceForLevel(int inLevel) { float theExperienceForLevel = 0.0f; int theLevel = 1; int theCombatBaseExperience = BALANCE_VAR(kCombatBaseExperience); float theCombatLevelExperienceModifier = (float)BALANCE_VAR(kCombatLevelExperienceModifier); while((theLevel < inLevel) && (theCombatLevelExperienceModifier > 0)) { theExperienceForLevel += (1.0f + (theLevel-1)*theCombatLevelExperienceModifier)*theCombatBaseExperience; theLevel++; } return theExperienceForLevel; } int AvHPlayerUpgrade::GetPlayerLevel(float inExperience) { int thePlayerLevel = 1; int theCombatBaseExperience = BALANCE_VAR(kCombatBaseExperience); float theCombatLevelExperienceModifier = (float)BALANCE_VAR(kCombatLevelExperienceModifier); while((inExperience > 0) && (theCombatLevelExperienceModifier > 0.0f)) { inExperience -= (1.0f + (thePlayerLevel - 1)*theCombatLevelExperienceModifier)*theCombatBaseExperience; if(inExperience > 0) { thePlayerLevel++; } } thePlayerLevel = max(min(thePlayerLevel, kCombatMaxLevel), kCombatMinLevel); return thePlayerLevel; } float AvHPlayerUpgrade::GetPercentToNextLevel(float inExperience) { int theCurrentLevel = AvHPlayerUpgrade::GetPlayerLevel(inExperience); int theNextLevel = min(max(theCurrentLevel + 1, kCombatMinLevel), kCombatMaxLevel); float theExperienceForCurrentLevel = AvHPlayerUpgrade::GetExperienceForLevel(theCurrentLevel); float theExperienceForNextLevel = AvHPlayerUpgrade::GetExperienceForLevel(theNextLevel); float thePercent = (inExperience - theExperienceForCurrentLevel)/(theExperienceForNextLevel - theExperienceForCurrentLevel); thePercent = min(max(0.0f, thePercent), 1.0f); return thePercent; }