From bf2dc38f352b24b4df1b4b1601f234b98c6d7a5b Mon Sep 17 00:00:00 2001 From: Daniel O'Brien Date: Thu, 14 Nov 2013 04:25:47 +1100 Subject: Fixed problems with code style etc --- source/Entities/Player.h | 37 ++++++++++++++++--------------------- 1 file changed, 16 insertions(+), 21 deletions(-) (limited to 'source/Entities/Player.h') diff --git a/source/Entities/Player.h b/source/Entities/Player.h index ab8fd3b5a..e0ccaf318 100644 --- a/source/Entities/Player.h +++ b/source/Entities/Player.h @@ -64,26 +64,25 @@ public: /// Returns the currently equipped boots; empty item if none virtual cItem GetEquippedBoots(void) const override { return m_Inventory.GetEquippedBoots(); } - /** Sets the experience total - XpTotal, updates XpLevel and XpP as appropriate + /** Sets the experience total Returns true on success should really only be called at init or player death */ bool SetExperience(int a_XpTotal); /* Adds Xp, will not inc more than MAX_EXPERIENCE_ORB_SIZE! - Returns true on success - Updates XpLevel and XpP appropriately + Returns the new total experience, -1 on error */ - bool AddExperience(int a_Xp_delta); + int AddExperience(int a_Xp_delta); /// Gets the experience total - XpTotal inline int GetExperienceTotal(void) { return m_XpTotal; } /// Gets the current level - XpLevel - inline int GetExperienceLevel(void) { return m_XpLevel; } + int GetExperienceLevel(void); /// Gets the experience bar percentage - XpP - inline float GetExperiencePercentage(void) { return m_XpP; } + float GetExperiencePercentage(void); /// Starts charging the equipped bow void StartChargingBow(void); @@ -329,6 +328,14 @@ protected: std::string m_PlayerName; std::string m_LoadedWorldName; + /// Xp Level stuff + enum + { + XP_TO_LEVEL15 = 255, + XP_PER_LEVEL_TO15 = 17, + XP_TO_LEVEL30 = 825 + } ; + /// Player's air level (for swimming) int m_AirLevel; @@ -400,26 +407,14 @@ protected: /// The world tick in which eating will be finished. -1 if not eating Int64 m_EatingFinishTick; - /// Player Xp levels etc - int m_XpLevel; //store this and m_XpP to save calculating each time - float m_XpP; //between 0 & 1 + /// Player Xp level int m_XpTotal; - int m_XpNextLevelTotal; //save calculating this often - - //Xp level defines - #define XP_TO_LEVEL15 255 - #define XP_PER_LEVEL_TO15 17 - #define XP_TO_LEVEL30 825 /// Caculates the Xp at a given level, ref: http://minecraft.gamepedia.com/XP - inline int XpAtLevel(int level) { return (int) ((level <= 15)? (15*level) : - ((level <= 31)? (1.5*level*level - 29.5*level + 360) : - (3.5*level*level - 151.5*level + 2220))); } + static int XpAtLevel(int a_Level); /// inverse of XpAtLevel, ref: http://minecraft.gamepedia.com/XP values are as per this with pre-calculations - inline int CalcLevelFromXp(int XpTotal) { return (int) ((XpTotal <= XP_TO_LEVEL15)? XpTotal / XP_PER_LEVEL_TO15 : //level 0-15 or... - (XpTotal <= XP_TO_LEVEL30)? ( 29.5 + sqrt( 870.25 - (6 * ( 360 - XpTotal )))) / 3 : //level 15-30 - (151.5 + sqrt( 22952.25 - (14 * (2220 - XpTotal)))) / 7); }//level 30+ + static int CalcLevelFromXp(int a_XpTotal); bool m_IsChargingBow; int m_BowCharge; -- cgit v1.2.3