Fixed problems with code style etc
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@@ -66,10 +66,7 @@ cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
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, m_EatingFinishTick(-1)
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, m_IsChargingBow(false)
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, m_BowCharge(0)
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, m_XpLevel(0)
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, m_XpP(0.f)
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, m_XpTotal(0)
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, m_XpNextLevelTotal(0)
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{
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LOGD("Created a player object for \"%s\" @ \"%s\" at %p, ID %d",
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a_PlayerName.c_str(), a_Client->GetIPString().c_str(),
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@@ -265,6 +262,70 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
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int cPlayer::CalcLevelFromXp(int a_XpTotal)
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{
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//level 0 to 15
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if(a_XpTotal <= XP_TO_LEVEL15)
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{
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return (int) a_XpTotal / XP_PER_LEVEL_TO15;
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}
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//level 30+
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if(a_XpTotal > XP_TO_LEVEL30)
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{
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return (int) (151.5 + sqrt( 22952.25 - (14 * (2220 - a_XpTotal)))) / 7;
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}
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//level 16 to 30
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return (int) ( 29.5 + sqrt( 870.25 - (6 * ( 360 - a_XpTotal )))) / 3;
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}
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int cPlayer::XpAtLevel(int a_Level)
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{
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//level 0 to 15
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if(a_Level <= 15)
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{
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return a_Level * XP_PER_LEVEL_TO15;
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}
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//level 30+
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if(a_Level >= 31)
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{
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return (int) ( (3.5 * a_Level * a_Level) - (151.5 * a_Level) + 2220 );
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}
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//level 16 to 30
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return (int) ( (1.5 * a_Level * a_Level) - (29.5 * a_Level) + 360 );
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}
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int cPlayer::GetExperienceLevel()
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{
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return CalcLevelFromXp(m_XpTotal);
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}
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float cPlayer::GetExperiencePercentage()
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{
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int currentLevel = CalcLevelFromXp(m_XpTotal);
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return (float)m_XpTotal / (float)XpAtLevel(1+currentLevel);
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}
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bool cPlayer::SetExperience(int a_XpTotal)
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{
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if(!(a_XpTotal >= 0) || (a_XpTotal > (INT_MAX - m_XpTotal)))
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@@ -273,53 +334,30 @@ bool cPlayer::SetExperience(int a_XpTotal)
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return false; //oops, they gave us a dodgey number
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}
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m_XpTotal = a_XpTotal;
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//now calculate XpP and XpLevel
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//First Calc current level using quadratic eqn
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m_XpLevel = CalcLevelFromXp(m_XpTotal);
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//calculate total Xp for next level
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m_XpNextLevelTotal = XpAtLevel(m_XpLevel+1);
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//calulate Xp Percentage
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m_XpP = (float)m_XpLevel / (float)m_XpNextLevelTotal;
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return true;//aka happy :)
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return true;
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}
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bool cPlayer::AddExperience(int a_Xp_delta)
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int cPlayer::AddExperience(int a_Xp_delta)
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{
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if(a_Xp_delta > MAX_EXPERIENCE_ORB_SIZE || a_Xp_delta < 0)
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{
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//value was too large or negative, abort and report
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LOGWARNING("Attempt was made to increment Xp by %d, max is %d and must be positive",
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a_Xp_delta, MAX_EXPERIENCE_ORB_SIZE);
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return false;
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return -1; //should we instead just return the current Xp?
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}
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LOGD("Player \"%s\" earnt %d experience", m_PlayerName.c_str(), a_Xp_delta);
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//update Xp, note there is no min
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m_XpTotal += a_Xp_delta;
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//update Xp percentage
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if(m_XpTotal >= m_XpNextLevelTotal)
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{
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//oh actually, update their level first
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m_XpLevel++;
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m_XpNextLevelTotal = XpAtLevel(m_XpLevel+1);
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}
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m_XpP = (float)m_XpLevel / (float)m_XpNextLevelTotal;
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return true;
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return m_XpTotal;
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}
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