NS/releases/3.1/source/mod/AvHPlayerUpgrade.cpp
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git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@280 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-07-14 18:13:23 +00:00

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//======== (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 "mod/AvHPlayerUpgrade.h"
#include "mod/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 theArmorValueNonAlien = BALANCE_VAR(kArmorValueNonAlien);
float theArmorBonus = theArmorValueNonAlien;
if(inNumHives > 0)
{
float theArmorValueBase = 1.0f + (float)BALANCE_VAR(kArmorValueBase);
float theArmorValuePerHive = (float)BALANCE_VAR(kArmorValuePerHive);
inNumHives = min(inNumHives, kMaxHives);
theArmorBonus = (theArmorValueBase + inNumHives*theArmorValuePerHive);
}
// 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);//voogru: 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)
{
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 -= (inNumHives - 1)*(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))
{
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;
}