ns/releases/3.2.0/source/mod/AvHMovementUtil.cpp

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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: AvHMovementUtil.cpp $
// $Date: 2002/10/24 21:34:02 $
//
//-------------------------------------------------------------------------------
// $Log: AvHMovementUtil.cpp,v $
// Revision 1.20 2002/10/24 21:34:02 Flayra
// - Less rockets
//
// Revision 1.19 2002/10/04 18:04:27 Flayra
// - Fixed floating gestation sacs
// - Aliens now fall all the way to ground during countdown (instead of floating and shaking)
//
// Revision 1.18 2002/10/03 18:59:04 Flayra
// - Refactored energy
//
// Revision 1.17 2002/09/09 20:00:10 Flayra
// - Balance changes
//
// Revision 1.16 2002/08/16 02:40:14 Flayra
// - Regular balance update
//
// Revision 1.15 2002/08/09 01:08:30 Flayra
// - Regular update
//
// Revision 1.14 2002/08/02 21:53:47 Flayra
// - Various energy tweaks, so melee attacks don't run out when attacking buildings as often, and so fliers can fly and bite/spike
//
// Revision 1.13 2002/07/23 17:14:45 Flayra
// - Energy updates
//
// Revision 1.12 2002/07/08 17:12:05 Flayra
// - Regular update
//
// Revision 1.11 2002/07/01 21:38:46 Flayra
// - Primal scream gives energy back faster, added energy usage for new weapons
//
// Revision 1.10 2002/06/25 18:08:40 Flayra
// - Energy costs tweaking, added new weapons, added charging
//
// Revision 1.9 2002/06/03 16:52:36 Flayra
// - Tweaked spike energy cost
//
// Revision 1.8 2002/05/28 17:54:45 Flayra
// - Tweaked costs for swipe and web
//
// Revision 1.7 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/AvHMovementUtil.h"
#include "mod/AvHSpecials.h"
#include "mod/AvHAlienWeaponConstants.h"
#include "mod/AvHMarineEquipmentConstants.h"
#include "mod/AvHHulls.h"
#include "mod/AvHConstants.h"
#include "util/Balance.h"
#include "types.h"
int AvHMUGetHull(bool inIsDucking, int inUserVar)
{
int theHull = 0;
// For marines and level 4
theHull = inIsDucking ? kHLCrouchHullIndex : kHLStandHullIndex;
// Set the hull for our special sized players
if(inUserVar == AVH_USER3_ALIEN_PLAYER1)
{
// Always use small hull, even when ducking
theHull = kHLCrouchHullIndex;
}
else if(inUserVar == AVH_USER3_ALIEN_PLAYER2)
{
theHull = kHLCrouchHullIndex;
}
else if(inUserVar == AVH_USER3_ALIEN_PLAYER3)
{
theHull = kHLCrouchHullIndex;
}
else if(inUserVar == AVH_USER3_ALIEN_EMBRYO)
{
theHull = kHLCrouchHullIndex;
}
else if(inUserVar == AVH_USER3_ALIEN_PLAYER5)
{
// Use human hull when ducking, largest otherwise
theHull = inIsDucking ? kHLStandHullIndex : kNSHugeHullIndex;
}
return theHull;
}
int AvHMUGetOriginOffsetForUser3(AvHUser3 inUser3)
{
int theOffset = 20;
if(inUser3 == AVH_USER3_ALIEN_PLAYER5)
{
theOffset = 40;
}
return theOffset;
}
int AvHMUGetOriginOffsetForMessageID(AvHMessageID inMessageID)
{
AvHUser3 theUser3 = AVH_USER3_NONE;
if(inMessageID == ALIEN_LIFEFORM_FIVE)
{
theUser3 = AVH_USER3_ALIEN_PLAYER5;
}
return AvHMUGetOriginOffsetForUser3(theUser3);
}
bool AvHMUGetCanDuck(int inUser3)
{
bool theCanDuck = true;
if((inUser3 == AVH_USER3_ALIEN_PLAYER1) || (inUser3 == AVH_USER3_ALIEN_PLAYER2) || (inUser3 == AVH_USER3_ALIEN_PLAYER3) || (inUser3 == AVH_USER3_ALIEN_EMBRYO) )
{
theCanDuck = false;
}
return theCanDuck;
}
bool AvHMUDeductAlienEnergy(float& ioFuser, float inNormAmount)
{
bool theSuccess = false;
if(AvHMUHasEnoughAlienEnergy(ioFuser, inNormAmount))
{
float theCurrentEnergy = ioFuser/kNormalizationNetworkFactor;
theCurrentEnergy -= inNormAmount;
theCurrentEnergy = max(theCurrentEnergy, 0.0f);
ioFuser = theCurrentEnergy*kNormalizationNetworkFactor;
theSuccess = true;
}
return theSuccess;
}
bool AvHMUGiveAlienEnergy(float& ioFuser, float inNormAmount)
{
bool theSuccess = false;
float theCurrentEnergy = ioFuser/kNormalizationNetworkFactor;
if(theCurrentEnergy < 1.0f)
{
theCurrentEnergy += inNormAmount;
theCurrentEnergy = min(max(theCurrentEnergy, 0.0f), 1.0f);
ioFuser = theCurrentEnergy*kNormalizationNetworkFactor;
theSuccess = true;
}
return theSuccess;
}
bool AvHMUGetEnergyCost(AvHWeaponID inWeaponID, float& outEnergyCost)
{
bool theSuccess = false;
float theCost = 0.0f;
switch(inWeaponID)
{
case AVH_WEAPON_CLAWS:
theCost = (float)BALANCE_VAR(kClawsEnergyCost);
break;
case AVH_WEAPON_SPIT:
theCost = (float)BALANCE_VAR(kSpitEnergyCost);
break;
case AVH_WEAPON_SPORES:
theCost = (float)BALANCE_VAR(kSporesEnergyCost);
break;
case AVH_WEAPON_SPIKE:
theCost = (float)BALANCE_VAR(kSpikeEnergyCost);
break;
case AVH_WEAPON_BITE:
theCost = (float)BALANCE_VAR(kBiteEnergyCost);
break;
case AVH_WEAPON_BITE2:
theCost = (float)BALANCE_VAR(kBite2EnergyCost);
break;
case AVH_WEAPON_SWIPE:
theCost = (float)BALANCE_VAR(kSwipeEnergyCost);
break;
case AVH_WEAPON_BLINK:
theCost = (float)BALANCE_VAR(kBlinkEnergyCost);
break;
case AVH_WEAPON_WEBSPINNER:
theCost = (float)BALANCE_VAR(kWebEnergyCost);
break;
case AVH_WEAPON_PARASITE:
theCost = (float)BALANCE_VAR(kParasiteEnergyCost);
break;
case AVH_WEAPON_DIVINEWIND:
theCost = (float)BALANCE_VAR(kDivineWindEnergyCost);
break;
case AVH_WEAPON_HEALINGSPRAY:
theCost = (float)BALANCE_VAR(kHealingSprayEnergyCost);
break;
case AVH_WEAPON_METABOLIZE:
theCost = (float)BALANCE_VAR(kMetabolizeEnergyCost);
break;
case AVH_WEAPON_UMBRA:
theCost = (float)BALANCE_VAR(kUmbraEnergyCost);
break;
case AVH_WEAPON_PRIMALSCREAM:
theCost = (float)BALANCE_VAR(kPrimalScreamEnergyCost);
break;
case AVH_WEAPON_BILEBOMB:
theCost = (float)BALANCE_VAR(kBileBombEnergyCost);
break;
case AVH_WEAPON_ACIDROCKET:
theCost = (float)BALANCE_VAR(kAcidRocketEnergyCost);
break;
case AVH_WEAPON_STOMP:
theCost = (float)BALANCE_VAR(kStompEnergyCost);
break;
case AVH_WEAPON_DEVOUR:
theCost = (float)BALANCE_VAR(kDevourEnergyCost);
break;
// Abilities
case AVH_ABILITY_LEAP:
theCost = (float)BALANCE_VAR(kLeapEnergyCost);
break;
case AVH_ABILITY_CHARGE:
// Charge cost deducted in pm_shared now
theCost = 0.0f; // (float)BALANCE_VAR(kChargeEnergyCost);
break;
}
outEnergyCost = theCost;
if(theCost > 0.0f)
{
theSuccess = true;
}
return theSuccess;
}
float AvHMUGetWalkSpeedFactor(AvHUser3 inUser3)
{
float theMoveSpeed = .1f;
switch(inUser3)
{
case AVH_USER3_MARINE_PLAYER:
theMoveSpeed = .095f;
break;
case AVH_USER3_ALIEN_PLAYER1:
//theMoveSpeed = .04f;
theMoveSpeed = .14f;
break;
case AVH_USER3_ALIEN_PLAYER2:
theMoveSpeed = .08f;
break;
case AVH_USER3_ALIEN_PLAYER3:
theMoveSpeed = .11f;
break;
case AVH_USER3_ALIEN_PLAYER4:
theMoveSpeed = .09f;
break;
case AVH_USER3_ALIEN_PLAYER5:
theMoveSpeed = .09f;
break;
}
return theMoveSpeed;
}
// tankefugl: 991 -- added latency-based prediction for the ammount of energy available to the alien
bool AvHMUHasEnoughAlienEnergy(float& ioFuser, float inNormAmount, float latency)
{
bool theSuccess = false;
float theCurrentEnergy = ioFuser/kNormalizationNetworkFactor;
float thePredictedByLatency = 0.0f;
#ifdef AVH_CLIENT
float theAlienEnergyRate = (float)BALANCE_VAR(kAlienEnergyRate);
float theUpgradeFactor = 1.0f;
thePredictedByLatency = (latency / 1000) * theAlienEnergyRate * theUpgradeFactor;
#endif
if((theCurrentEnergy + thePredictedByLatency) >= inNormAmount)
{
theSuccess = true;
}
return theSuccess;
}
void AvHMUUpdateAlienEnergy(float inTimePassed, int inUser3, int inUser4, float& ioFuser)
{
if( (inUser3 == AVH_USER3_ALIEN_PLAYER1) ||
(inUser3 == AVH_USER3_ALIEN_PLAYER2) ||
(inUser3 == AVH_USER3_ALIEN_PLAYER3) ||
(inUser3 == AVH_USER3_ALIEN_PLAYER4) ||
(inUser3 == AVH_USER3_ALIEN_PLAYER5))
{
if(!GetHasUpgrade(inUser4, MASK_PLAYER_STUNNED))
{
// Percentage (0-1) per second
float theAlienEnergyRate = (float)BALANCE_VAR(kAlienEnergyRate);
//float kFadeChargingDeplectionRate = -2.8f*kAlienEnergyRate;
float kChargingDepletionRate = -BALANCE_VAR(kChargingEnergyScalar)*theAlienEnergyRate;
const float kMultiplier = GetHasUpgrade(inUser4, MASK_BUFFED) ? (1.0f + BALANCE_VAR(kPrimalScreamEnergyFactor)) : 1.0f;
float theEnergyRate = theAlienEnergyRate*kMultiplier;
float theUpgradeFactor = 1.0f;
int theNumLevels = AvHGetAlienUpgradeLevel(inUser4, MASK_UPGRADE_5);
if(theNumLevels > 0)
{
theUpgradeFactor += theNumLevels*BALANCE_VAR(kAdrenalineEnergyPercentPerLevel);
}
float theCurrentEnergy = ioFuser/kNormalizationNetworkFactor;
float theNewEnergy = theCurrentEnergy + inTimePassed*theAlienEnergyRate*theUpgradeFactor;
// If we're charging, reduce energy
if(GetHasUpgrade(inUser4, MASK_ALIEN_MOVEMENT))
{
if(inUser3 == AVH_USER3_ALIEN_PLAYER4)
{
// theNewEnergy += inTimePassed*kFadeChargingDeplectionRate;
}
else
{
theNewEnergy += inTimePassed*kChargingDepletionRate;
}
}
theNewEnergy = min(max(theNewEnergy, 0.0f), 1.0f);
ioFuser = theNewEnergy*kNormalizationNetworkFactor;
}
}
}
void AvHMUUpdateJetpackEnergy(bool inIsJetpacking, float theTimePassed, float& ioJetpackEnergy)
{
if(inIsJetpacking)
{
ioJetpackEnergy -= theTimePassed*kJetpackEnergyLossRate;
}
else
{
ioJetpackEnergy += theTimePassed*kJetpackEnergyGainRate;
}
ioJetpackEnergy = min(1.0f, ioJetpackEnergy);
ioJetpackEnergy = max(0.0f, ioJetpackEnergy);
}