diff options
Diffstat (limited to '')
-rw-r--r-- | src/Physics/Explodinator.cpp | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/src/Physics/Explodinator.cpp b/src/Physics/Explodinator.cpp index 8954f66f5..4b0190ac8 100644 --- a/src/Physics/Explodinator.cpp +++ b/src/Physics/Explodinator.cpp @@ -40,7 +40,7 @@ namespace Explodinator } /** Calculates the approximate percentage of an Entity's bounding box that is exposed to an explosion centred at Position. */ - static float CalculateEntityExposure(cChunk & a_Chunk, const cEntity & a_Entity, const Vector3f a_Position, const float a_SquareRadius) + static float CalculateEntityExposure(cChunk & a_Chunk, const cEntity & a_Entity, const Vector3f a_Position, const int a_SquareRadius) { const Vector3d Position = a_Position; unsigned Unobstructed = 0, Total = 0; @@ -69,16 +69,16 @@ namespace Explodinator } } - return static_cast<float>(Unobstructed) / Total; + return (Total == 0) ? 0 : (static_cast<float>(Unobstructed) / Total); } /** Applies distance-based damage and knockback to all entities within the explosion's effect range. */ - static void DamageEntities(cChunk & a_Chunk, const Vector3f a_Position, const unsigned a_Power) + static void DamageEntities(cChunk & a_Chunk, const Vector3f a_Position, const int a_Power) { - const auto Radius = a_Power * 2.f; + const auto Radius = a_Power * 2; const auto SquareRadius = Radius * Radius; - a_Chunk.GetWorld()->ForEachEntityInBox({ a_Position, Radius * 2 }, [&a_Chunk, a_Position, a_Power, Radius, SquareRadius](cEntity & Entity) + a_Chunk.GetWorld()->ForEachEntityInBox({ a_Position, Radius * 2.f }, [&a_Chunk, a_Position, a_Power, Radius, SquareRadius](cEntity & Entity) { // Percentage of rays unobstructed. const auto Exposure = CalculateEntityExposure(a_Chunk, Entity, a_Position, SquareRadius); @@ -146,7 +146,7 @@ namespace Explodinator /** Work out what should happen when an explosion destroys the given block. Tasks include lighting TNT, dropping pickups, setting fire and flinging shrapnel according to Minecraft rules. OK, _mostly_ Minecraft rules. */ - static void DestroyBlock(cChunk & a_Chunk, const Vector3i a_Position, const unsigned a_Power, const bool a_Fiery, const cEntity * const a_ExplodingEntity) + static void DestroyBlock(cChunk & a_Chunk, const Vector3i a_Position, const int a_Power, const bool a_Fiery, const cEntity * const a_ExplodingEntity) { const auto DestroyedBlock = a_Chunk.GetBlock(a_Position); if (DestroyedBlock == E_BLOCK_AIR) @@ -173,7 +173,7 @@ namespace Explodinator const auto DestroyedMeta = a_Chunk.GetMeta(a_Position); a_Chunk.GetWorld()->SpawnItemPickups(cBlockHandler::For(DestroyedBlock).ConvertToPickups(DestroyedMeta), Absolute); } - else if (a_Fiery && Random.RandBool(1.f / 3.f)) // 33% chance of starting fires if it can start fires + else if (a_Fiery && Random.RandBool(1 / 3.0)) // 33% chance of starting fires if it can start fires { const auto Below = a_Position.addedY(-1); if ((Below.y >= 0) && cBlockInfo::FullyOccupiesVoxel(a_Chunk.GetBlock(Below))) @@ -202,7 +202,7 @@ namespace Explodinator } /** Traces the path taken by one Explosion Lazor (tm) with given direction and intensity, that will destroy blocks until it is exhausted. */ - static void DestructionTrace(cChunk * a_Chunk, Vector3f a_Origin, const Vector3f a_Direction, const unsigned a_Power, const bool a_Fiery, float a_Intensity, const cEntity * const a_ExplodingEntity) + static void DestructionTrace(cChunk * a_Chunk, Vector3f a_Origin, const Vector3f a_Direction, const int a_Power, const bool a_Fiery, float a_Intensity, const cEntity * const a_ExplodingEntity) { // The current position the ray is at. auto Checkpoint = a_Origin; @@ -246,13 +246,13 @@ namespace Explodinator } /** Returns a random intensity for an Explosion Lazor (tm) as a function of the explosion's power. */ - static float RandomIntensity(MTRand & a_Random, const unsigned a_Power) + static float RandomIntensity(MTRand & a_Random, const int a_Power) { return a_Power * (0.7f + a_Random.RandReal(0.6f)); } /** Sends out Explosion Lazors (tm) originating from the given position that destroy blocks. */ - static void DamageBlocks(cChunk & a_Chunk, const Vector3f a_Position, const unsigned a_Power, const bool a_Fiery, const cEntity * const a_ExplodingEntity) + static void DamageBlocks(cChunk & a_Chunk, const Vector3f a_Position, const int a_Power, const bool a_Fiery, const cEntity * const a_ExplodingEntity) { // Oh boy... Better hope you have a hot cache, 'cos this little manoeuvre's gonna cost us 1352 raytraces in one tick... const int HalfSide = TraceCubeSideLength / 2; @@ -293,7 +293,7 @@ namespace Explodinator } /** Sends an explosion packet to all clients in the given chunk. */ - static void LagTheClient(cChunk & a_Chunk, const Vector3f a_Position, const unsigned a_Power) + static void LagTheClient(cChunk & a_Chunk, const Vector3f a_Position, const int a_Power) { for (const auto Client : a_Chunk.GetAllClients()) { @@ -301,7 +301,7 @@ namespace Explodinator } } - void Kaboom(cWorld & a_World, const Vector3f a_Position, const unsigned a_Power, const bool a_Fiery, const cEntity * const a_ExplodingEntity) + void Kaboom(cWorld & a_World, const Vector3f a_Position, const int a_Power, const bool a_Fiery, const cEntity * const a_ExplodingEntity) { a_World.DoWithChunkAt(a_Position.Floor(), [a_Position, a_Power, a_Fiery, a_ExplodingEntity](cChunk & a_Chunk) { |