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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"
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# include "util/Balance.h"
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# 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 ) )
{
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theMultiplier = 1.0f + ( float ) BALANCE_VAR ( kPrimalScreamDamageModifier ) ;
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}
if ( inIncludeFocus )
{
theMultiplier * = AvHPlayerUpgrade : : GetFocusDamageUpgrade ( inUpgrade ) ;
}
return theMultiplier ;
}
float AvHPlayerUpgrade : : GetAlienRangedDamageUpgrade ( int inUpgrade )
{
float theMultiplier = 1.0f ;
if ( GetHasUpgrade ( inUpgrade , MASK_BUFFED ) )
{
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theMultiplier = 1.0f + ( float ) BALANCE_VAR ( kPrimalScreamDamageModifier ) ;
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}
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
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const float theFocusDamageUpgradePercentPerLevel = ( float ) BALANCE_VAR ( kFocusDamageUpgradePercentPerLevel ) ;
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theFocusDamageUpgrade + = theFocusLevel * theFocusDamageUpgradePercentPerLevel ;
}
return theFocusDamageUpgrade ;
}
float AvHPlayerUpgrade : : GetArmorValue ( int inNumHives )
{
// Each point of armor is work 1/x points of health
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float theArmorValueNonAlien = BALANCE_VAR ( kArmorValueNonAlien ) ;
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float theArmorBonus = theArmorValueNonAlien ;
if ( inNumHives > 0 )
{
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float theArmorValueBase = 1.0f + ( float ) BALANCE_VAR ( kArmorValueBase ) ;
float theArmorValuePerHive = ( float ) BALANCE_VAR ( kArmorValuePerHive ) ;
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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
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float theAbsorption = ( float ) BALANCE_VAR ( kArmorAbsorptionBase ) ;
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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 ) )
{
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float theHeavyArmorAbsorbPercent = BALANCE_VAR ( kHeavyArmorAbsorbPercent ) / 100.0f ;
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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 :
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theAbsorption - = ( inNumHives - 1 ) * ( float ) BALANCE_VAR ( kArmorAbsorptionPerExtraHive ) ;
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break ;
}
}
ASSERT ( theAbsorption > = 0.0f ) ;
ASSERT ( theAbsorption < = 1.0f ) ;
return theAbsorption ;
}
int AvHPlayerUpgrade : : GetMaxHealth ( int inUpgrade , AvHUser3 inUser3 , int inLevel )
{
int theMaxHealth = 0 ;
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int theHealthLevelIncrementPercent = BALANCE_VAR ( kCombatLevelHealthIncrease ) ;
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// TODO: Take into account upgrade if added
switch ( inUser3 )
{
default :
case AVH_USER3_MARINE_PLAYER :
case AVH_USER3_COMMANDER_PLAYER :
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theMaxHealth = BALANCE_VAR ( kMarineHealth ) ;
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break ;
case AVH_USER3_ALIEN_PLAYER1 :
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theMaxHealth = BALANCE_VAR ( kSkulkHealth ) ;
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break ;
case AVH_USER3_ALIEN_PLAYER2 :
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theMaxHealth = BALANCE_VAR ( kGorgeHealth ) ;
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break ;
case AVH_USER3_ALIEN_PLAYER3 :
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theMaxHealth = BALANCE_VAR ( kLerkHealth ) ;
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break ;
case AVH_USER3_ALIEN_PLAYER4 :
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theMaxHealth = BALANCE_VAR ( kFadeHealth ) ;
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break ;
case AVH_USER3_ALIEN_PLAYER5 :
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theMaxHealth = BALANCE_VAR ( kOnosHealth ) ;
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break ;
case AVH_USER3_ALIEN_EMBRYO :
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theMaxHealth = BALANCE_VAR ( kGestateHealth ) ;
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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;
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theMaxArmorLevel = BALANCE_VAR ( kMarineBaseArmor ) + ( int ) ( ( theArmorLevel / 3.0f ) * BALANCE_VAR ( kMarineArmorUpgrade ) ) ;
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if ( theHasHeavyArmor )
{
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theMaxArmorLevel = BALANCE_VAR ( kMarineBaseHeavyArmor ) + ( int ) ( ( theArmorLevel / 3.0f ) * BALANCE_VAR ( kMarineHeavyArmorUpgrade ) ) ;
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}
//if(theHasPowerArmor)
//{
// theMaxArmorLevel *= 2;
//}
break ;
case AVH_USER3_ALIEN_PLAYER1 :
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theMaxArmorLevel = BALANCE_VAR ( kSkulkBaseArmor ) + ( int ) ( ( theArmorLevel / 3.0f ) * BALANCE_VAR ( kSkulkArmorUpgrade ) ) ; //(theHasAlienCarapace ? 30 : 10);
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break ;
case AVH_USER3_ALIEN_PLAYER2 :
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theMaxArmorLevel = BALANCE_VAR ( kGorgeBaseArmor ) + ( int ) ( ( theArmorLevel / 3.0f ) * BALANCE_VAR ( kGorgeArmorUpgrade ) ) ; //(theHasAlienCarapace ? 75 : 50);
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break ;
case AVH_USER3_ALIEN_PLAYER3 :
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theMaxArmorLevel = BALANCE_VAR ( kLerkBaseArmor ) + ( int ) ( ( theArmorLevel / 3.0f ) * BALANCE_VAR ( kLerkArmorUpgrade ) ) ; //(theHasAlienCarapace ? 75 : 50);
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break ;
case AVH_USER3_ALIEN_PLAYER4 :
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theMaxArmorLevel = BALANCE_VAR ( kFadeBaseArmor ) + ( int ) ( ( theArmorLevel / 3.0f ) * BALANCE_VAR ( kFadeArmorUpgrade ) ) ; //(theHasAlienCarapace ? 150 : 125);
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break ;
case AVH_USER3_ALIEN_PLAYER5 :
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theMaxArmorLevel = BALANCE_VAR ( kOnosBaseArmor ) + ( int ) ( ( theArmorLevel / 3.0f ) * BALANCE_VAR ( kOnosArmorUpgrade ) ) ; //(theHasAlienCarapace ? 200 : 150);
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break ;
case AVH_USER3_ALIEN_EMBRYO :
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theMaxArmorLevel = BALANCE_VAR ( kGestateBaseArmor ) ;
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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 )
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* theArmorMultiplier = 1.0f + ( float ) BALANCE_VAR ( kMarineArmorLevelThree ) ;
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theUpgradeLevel = 3 ;
}
else if ( GetHasUpgrade ( inUpgrade , MASK_UPGRADE_5 ) )
{
if ( theArmorMultiplier )
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* theArmorMultiplier = 1.0f + ( float ) BALANCE_VAR ( kMarineArmorLevelTwo ) ;
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theUpgradeLevel = 2 ;
}
else if ( GetHasUpgrade ( inUpgrade , MASK_UPGRADE_4 ) )
{
if ( theArmorMultiplier )
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* theArmorMultiplier = 1.0f + ( float ) BALANCE_VAR ( kMarineArmorLevelOne ) ;
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theUpgradeLevel = 1 ;
}
}
else
{
if ( GetHasUpgrade ( inUpgrade , MASK_UPGRADE_1 ) )
{
if ( theArmorMultiplier )
{
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* theArmorMultiplier = 1.0f + ( float ) BALANCE_VAR ( kAlienArmorLevelOne ) ;
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}
theUpgradeLevel = 1 ;
if ( GetHasUpgrade ( inUpgrade , MASK_UPGRADE_10 ) )
{
if ( theArmorMultiplier )
{
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* theArmorMultiplier = 1.0f + ( float ) BALANCE_VAR ( kAlienArmorLevelTwo ) ;
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}
theUpgradeLevel = 2 ;
}
if ( GetHasUpgrade ( inUpgrade , MASK_UPGRADE_11 ) )
{
if ( theArmorMultiplier )
{
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* theArmorMultiplier = 1.0f + ( float ) BALANCE_VAR ( kAlienArmorLevelThree ) ;
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}
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 )
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* outDamageMultiplier * = ( 1.0f + ( float ) BALANCE_VAR ( kWeaponDamageLevelThree ) ) ;
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if ( outTracerFreq )
* outTracerFreq = kWeaponTracerLevelThree ;
theUpgradeLevel = 3 ;
}
else if ( GetHasUpgrade ( inUpgrade , MASK_UPGRADE_2 ) )
{
if ( outDamageMultiplier )
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* outDamageMultiplier * = ( 1.0f + ( float ) BALANCE_VAR ( kWeaponDamageLevelTwo ) ) ;
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if ( outTracerFreq )
* outTracerFreq = kWeaponTracerLevelTwo ;
theUpgradeLevel = 2 ;
}
else if ( GetHasUpgrade ( inUpgrade , MASK_UPGRADE_1 ) )
{
if ( outDamageMultiplier )
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* outDamageMultiplier * = ( 1.0f + ( float ) BALANCE_VAR ( kWeaponDamageLevelOne ) ) ;
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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 :
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theSilenceVolumeFactor = ( float ) BALANCE_VAR ( kSilenceLevel1Volume ) ;
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break ;
case 2 :
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theSilenceVolumeFactor = ( float ) BALANCE_VAR ( kSilenceLevel2Volume ) ;
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break ;
case 3 :
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theSilenceVolumeFactor = ( float ) BALANCE_VAR ( kSilenceLevel3Volume ) ;
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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 ;
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int theCombatBaseExperience = BALANCE_VAR ( kCombatBaseExperience ) ;
float theCombatLevelExperienceModifier = ( float ) BALANCE_VAR ( kCombatLevelExperienceModifier ) ;
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while ( ( theLevel < inLevel ) & & ( theCombatLevelExperienceModifier > 0 ) )
{
theExperienceForLevel + = ( 1.0f + ( theLevel - 1 ) * theCombatLevelExperienceModifier ) * theCombatBaseExperience ;
theLevel + + ;
}
return theExperienceForLevel ;
}
int AvHPlayerUpgrade : : GetPlayerLevel ( float inExperience )
{
int thePlayerLevel = 1 ;
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int theCombatBaseExperience = BALANCE_VAR ( kCombatBaseExperience ) ;
float theCombatLevelExperienceModifier = ( float ) BALANCE_VAR ( kCombatLevelExperienceModifier ) ;
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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 ;
}