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git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@280 67975925-1194-0748-b3d5-c16f83f1a3a1
550 lines
No EOL
16 KiB
C++
550 lines
No EOL
16 KiB
C++
//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHPlayerUpgrade.cpp $
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// $Date: 2002/11/05 06:17:26 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHPlayerUpgrade.cpp,v $
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// Revision 1.25 2002/11/05 06:17:26 Flayra
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// - Balance changes
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//
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// Revision 1.24 2002/10/20 02:36:14 Flayra
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// - Regular update
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//
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// Revision 1.23 2002/10/18 22:22:04 Flayra
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// - Toned down fade armor
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//
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// Revision 1.22 2002/10/04 18:03:43 Flayra
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// - Soldier armor reduced back to 50 + 20 per upgrade (instead of 100 + 20). Means two skulk bites to kill.
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//
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// Revision 1.21 2002/10/03 19:02:19 Flayra
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// - Toned down primal scream
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//
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// Revision 1.20 2002/09/25 20:50:23 Flayra
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// - Increased armor for soldiers to 100
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// - Heavy armor now takes 100% of damage
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//
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// Revision 1.19 2002/09/23 22:02:56 Flayra
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// - Fixed bug where damage upgrades were applying when they shouldn't (for aliens)
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// - Added heavy armor
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//
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// Revision 1.18 2002/09/09 20:05:20 Flayra
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// - More heavily armored cocooned aliens to allow them to morph in combat a bit more and for tension when encountered
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//
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// Revision 1.17 2002/08/31 18:01:02 Flayra
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// - Work at VALVe
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//
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// Revision 1.16 2002/08/16 02:43:16 Flayra
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// - Adjusted power armor slightly so it's not worse then regular armor at any point
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//
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// Revision 1.15 2002/07/28 19:21:28 Flayra
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// - Balance changes after/during RC4a
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//
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// Revision 1.14 2002/07/23 17:18:47 Flayra
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// - Level 1 armor toned down, power armor changes
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//
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// Revision 1.13 2002/07/01 21:43:56 Flayra
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// - Added offensive upgrade back, when under the influence...of primal scream!
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//
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// Revision 1.12 2002/06/25 18:14:40 Flayra
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// - Removed old offensive upgrades
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//
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// Revision 1.11 2002/06/03 16:55:49 Flayra
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// - Toned down carapace and marine upgrades
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//
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// Revision 1.10 2002/05/23 02:33:20 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#include "mod/AvHPlayerUpgrade.h"
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#include "mod/AvHSpecials.h"
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#include "util/Balance.h"
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#include "common/damagetypes.h"
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const int kWeaponTracerDefault = 0;
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const int kWeaponTracerLevelOne = 6;
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const int kWeaponTracerLevelTwo = 4;
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const int kWeaponTracerLevelThree = 2;
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float AvHPlayerUpgrade::GetAlienMeleeDamageUpgrade(int inUpgrade, bool inIncludeFocus)
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{
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float theMultiplier = 1.0f;
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if(GetHasUpgrade(inUpgrade, MASK_BUFFED))
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{
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theMultiplier = 1.0f + (float)BALANCE_VAR(kPrimalScreamDamageModifier);
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}
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if(inIncludeFocus)
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{
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theMultiplier *= AvHPlayerUpgrade::GetFocusDamageUpgrade(inUpgrade);
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}
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return theMultiplier;
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}
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float AvHPlayerUpgrade::GetAlienRangedDamageUpgrade(int inUpgrade)
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{
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float theMultiplier = 1.0f;
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if(GetHasUpgrade(inUpgrade, MASK_BUFFED))
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{
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theMultiplier = 1.0f + (float)BALANCE_VAR(kPrimalScreamDamageModifier);
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}
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return theMultiplier;
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}
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float AvHPlayerUpgrade::GetFocusDamageUpgrade(int inUpgrade)
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{
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float theFocusDamageUpgrade = 1.0f;
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int theFocusLevel = AvHGetAlienUpgradeLevel(inUpgrade, MASK_UPGRADE_8);
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if(theFocusLevel > 0)
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{
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// 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;
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}
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return theFocusDamageUpgrade;
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}
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float AvHPlayerUpgrade::GetArmorValue(int inNumHives)
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{
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// 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;
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if(inNumHives > 0)
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{
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float theArmorValueBase = 1.0f + (float)BALANCE_VAR(kArmorValueBase);
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float theArmorValuePerHive = (float)BALANCE_VAR(kArmorValuePerHive);
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inNumHives = min(inNumHives, kMaxHives);
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theArmorBonus = (theArmorValueBase + inNumHives*theArmorValuePerHive);
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}
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// Smaller is better
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theArmorBonus = 1.0f/theArmorBonus;
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return theArmorBonus;
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}
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float AvHPlayerUpgrade::GetArmorAbsorption(AvHUser3 inUser3, int inUpgrade, int inNumHives)
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{
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// 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.
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// Heavy armor is the shiznit
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if(inUser3 == AVH_USER3_MARINE_PLAYER && GetHasUpgrade(inUpgrade, MASK_UPGRADE_13))
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{
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float theHeavyArmorAbsorbPercent = BALANCE_VAR(kHeavyArmorAbsorbPercent)/100.0f;
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ASSERT(theHeavyArmorAbsorbPercent >= 0.0f);
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ASSERT(theHeavyArmorAbsorbPercent <= 1.0f);
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theAbsorption = 1.0f - theHeavyArmorAbsorbPercent;
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}
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// Increase absorption at higher hive-levels to make sure armor is always used before player dies
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if(inNumHives)
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{
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switch(inUser3)
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{
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case AVH_USER3_ALIEN_PLAYER1:
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case AVH_USER3_ALIEN_PLAYER2:
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case AVH_USER3_ALIEN_PLAYER3:
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case AVH_USER3_ALIEN_PLAYER4:
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case AVH_USER3_ALIEN_PLAYER5:
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case AVH_USER3_ALIEN_EMBRYO:
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theAbsorption -= (inNumHives - 1)*(float)BALANCE_VAR(kArmorAbsorptionPerExtraHive);
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break;
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}
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}
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ASSERT(theAbsorption >= 0.0f);
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ASSERT(theAbsorption <= 1.0f);
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return theAbsorption;
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}
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int AvHPlayerUpgrade::GetMaxHealth(int inUpgrade, AvHUser3 inUser3, int inLevel)
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{
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int theMaxHealth = 0;
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int theHealthLevelIncrementPercent = BALANCE_VAR(kCombatLevelHealthIncrease);
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// TODO: Take into account upgrade if added
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switch(inUser3)
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{
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default:
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case AVH_USER3_MARINE_PLAYER:
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case AVH_USER3_COMMANDER_PLAYER:
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theMaxHealth = BALANCE_VAR(kMarineHealth);
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break;
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case AVH_USER3_ALIEN_PLAYER1:
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theMaxHealth = BALANCE_VAR(kSkulkHealth);
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break;
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case AVH_USER3_ALIEN_PLAYER2:
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theMaxHealth = BALANCE_VAR(kGorgeHealth);
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break;
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case AVH_USER3_ALIEN_PLAYER3:
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theMaxHealth = BALANCE_VAR(kLerkHealth);
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break;
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case AVH_USER3_ALIEN_PLAYER4:
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theMaxHealth = BALANCE_VAR(kFadeHealth);
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break;
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case AVH_USER3_ALIEN_PLAYER5:
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theMaxHealth = BALANCE_VAR(kOnosHealth);
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break;
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case AVH_USER3_ALIEN_EMBRYO:
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theMaxHealth = BALANCE_VAR(kGestateHealth);
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break;
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}
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//return (1.0f + (inLevel - 1)*theHealthLevelIncrementPercent)*theMaxHealth;
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return theMaxHealth + (inLevel - 1)*theHealthLevelIncrementPercent;
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}
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int AvHPlayerUpgrade::GetMaxArmorLevel(int inUpgrade, AvHUser3 inUser3)
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{
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int theMaxArmorLevel = 0;
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int theArmorLevel = AvHPlayerUpgrade::GetArmorUpgrade(inUser3, inUpgrade);
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//bool theHasAlienCarapace = GetHasUpgrade(inUpgrade, MASK_UPGRADE_1);
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bool theHasPowerArmor = GetHasUpgrade(inUpgrade, MASK_UPGRADE_10);
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bool theHasHeavyArmor = GetHasUpgrade(inUpgrade, MASK_UPGRADE_13);
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// Upgrade TODO: Take different levels into account?
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switch(inUser3)
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{
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default:
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case AVH_USER3_MARINE_PLAYER:
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case AVH_USER3_COMMANDER_PLAYER:
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//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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{
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theMaxArmorLevel = BALANCE_VAR(kMarineBaseHeavyArmor) + (int)((theArmorLevel/3.0f)*BALANCE_VAR(kMarineHeavyArmorUpgrade));
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}
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//if(theHasPowerArmor)
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//{
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// theMaxArmorLevel *= 2;
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//}
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break;
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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;
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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;
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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;
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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;
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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;
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case AVH_USER3_ALIEN_EMBRYO:
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theMaxArmorLevel = BALANCE_VAR(kGestateBaseArmor);
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break;
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}
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return theMaxArmorLevel;
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}
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// Returns the level: 0, 1, 2 or 3
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int AvHPlayerUpgrade::GetArmorUpgrade(AvHUser3 inUser3, int inUpgrade, float* theArmorMultiplier)
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{
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int theUpgradeLevel = 0;
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if(theArmorMultiplier)
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*theArmorMultiplier = 1.0f;
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bool theIsMarine = false;
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switch(inUser3)
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{
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case AVH_USER3_MARINE_PLAYER:
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case AVH_USER3_COMMANDER_PLAYER:
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theIsMarine = true;
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break;
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}
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if(theIsMarine)
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{
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if(GetHasUpgrade(inUpgrade, MASK_UPGRADE_6))
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{
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if(theArmorMultiplier)
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*theArmorMultiplier = 1.0f + (float)BALANCE_VAR(kMarineArmorLevelThree);
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theUpgradeLevel = 3;
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}
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else if(GetHasUpgrade(inUpgrade, MASK_UPGRADE_5))
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{
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if(theArmorMultiplier)
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*theArmorMultiplier = 1.0f + (float)BALANCE_VAR(kMarineArmorLevelTwo);
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theUpgradeLevel = 2;
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}
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else if(GetHasUpgrade(inUpgrade, MASK_UPGRADE_4))
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{
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if(theArmorMultiplier)
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*theArmorMultiplier = 1.0f + (float)BALANCE_VAR(kMarineArmorLevelOne);
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theUpgradeLevel = 1;
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}
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}
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else
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{
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if(GetHasUpgrade(inUpgrade, MASK_UPGRADE_1))
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{
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if(theArmorMultiplier)
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{
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*theArmorMultiplier = 1.0f + (float)BALANCE_VAR(kAlienArmorLevelOne);
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}
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theUpgradeLevel = 1;
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if(GetHasUpgrade(inUpgrade, MASK_UPGRADE_10))
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{
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if(theArmorMultiplier)
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{
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*theArmorMultiplier = 1.0f + (float)BALANCE_VAR(kAlienArmorLevelTwo);
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}
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theUpgradeLevel = 2;
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}
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if(GetHasUpgrade(inUpgrade, MASK_UPGRADE_11))
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{
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if(theArmorMultiplier)
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{
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*theArmorMultiplier = 1.0f + (float)BALANCE_VAR(kAlienArmorLevelThree);
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}
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theUpgradeLevel = 3;
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}
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}
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}
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return theUpgradeLevel;
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}
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// Returns the level: 0, 1, 2 or 3
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int AvHPlayerUpgrade::GetWeaponUpgrade(int inUser3, int inUpgrade, float* outDamageMultiplier, int* outTracerFreq, float* outSpread)
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{
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int theUpgradeLevel = 0;
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if(outDamageMultiplier)
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*outDamageMultiplier = 1.0f;
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if(outTracerFreq)
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*outTracerFreq = kWeaponTracerDefault;
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// Only marines and marine items can get damage upgrades
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switch(inUser3)
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{
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case AVH_USER3_MARINE_PLAYER:
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case AVH_USER3_TURRET:
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case AVH_USER3_SIEGETURRET:
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case AVH_USER3_MARINEITEM:
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case AVH_USER3_MINE:
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case AVH_USER3_NUKE:
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// Apply extra damage for upgrade
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if(GetHasUpgrade(inUpgrade, MASK_UPGRADE_3))
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{
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if(outDamageMultiplier)
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*outDamageMultiplier *= (1.0f + (float)BALANCE_VAR(kWeaponDamageLevelThree));
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if(outTracerFreq)
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*outTracerFreq = kWeaponTracerLevelThree;
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theUpgradeLevel = 3;
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}
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else if(GetHasUpgrade(inUpgrade, MASK_UPGRADE_2))
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{
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if(outDamageMultiplier)
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*outDamageMultiplier *= (1.0f + (float)BALANCE_VAR(kWeaponDamageLevelTwo));
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if(outTracerFreq)
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*outTracerFreq = kWeaponTracerLevelTwo;
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theUpgradeLevel = 2;
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}
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else if(GetHasUpgrade(inUpgrade, MASK_UPGRADE_1))
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{
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if(outDamageMultiplier)
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*outDamageMultiplier *= (1.0f + (float)BALANCE_VAR(kWeaponDamageLevelOne));
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if(outTracerFreq)
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*outTracerFreq = kWeaponTracerLevelOne;
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theUpgradeLevel = 1;
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}
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break;
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}
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return theUpgradeLevel;
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}
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float AvHPlayerUpgrade::GetSilenceVolumeLevel(AvHUser3 inUser3, int inUpgrade)
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{
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int theSilenceLevel = 0;
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switch(inUser3)
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{
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case AVH_USER3_ALIEN_PLAYER1:
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case AVH_USER3_ALIEN_PLAYER2:
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case AVH_USER3_ALIEN_PLAYER3:
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case AVH_USER3_ALIEN_PLAYER4:
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case AVH_USER3_ALIEN_PLAYER5:
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case AVH_USER3_ALIEN_EMBRYO:
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theSilenceLevel = AvHGetAlienUpgradeLevel(inUpgrade, MASK_UPGRADE_6);
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break;
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}
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//float theSilenceVolumeFactor = (1 - (theSilenceLevel/3.0f));
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float theSilenceVolumeFactor = 1.0f;
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switch(theSilenceLevel)
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{
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case 1:
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theSilenceVolumeFactor = (float)BALANCE_VAR(kSilenceLevel1Volume);
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break;
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case 2:
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theSilenceVolumeFactor = (float)BALANCE_VAR(kSilenceLevel2Volume);
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break;
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case 3:
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theSilenceVolumeFactor = (float)BALANCE_VAR(kSilenceLevel3Volume);
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break;
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}
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return theSilenceVolumeFactor;
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}
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float AvHPlayerUpgrade::CalculateDamageLessArmor(AvHUser3 inUser3, int inUser4, float flDamage, float& ioArmorValue, int bitsDamageType, int inNumHives)
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{
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// if we're alien, if we have the armor upgrade, we take less damage off the top
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// if(AvHGetIsAlien(inUser3))
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// {
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// int theArmorUpgradeLevel = AvHGetAlienUpgradeLevel(inUser4, MASK_UPGRADE_1);
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// if((theArmorUpgradeLevel > 0) && ((int)(ioArmorValue) > 0))
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// {
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// float thePercentageOffTop = .1f*theArmorUpgradeLevel;
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// flDamage -= flDamage*thePercentageOffTop;
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// }
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// }
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float flRatio = AvHPlayerUpgrade::GetArmorAbsorption(inUser3, inUser4, inNumHives);
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float flBonus = AvHPlayerUpgrade::GetArmorValue(inNumHives);
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// Level 1 aliens don't take falling damage, ever
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if((inUser3 == AVH_USER3_ALIEN_PLAYER1) && (bitsDamageType & DMG_FALL))
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{
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|
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;
|
|
} |