diff options
Diffstat (limited to 'src/Physics')
-rw-r--r-- | src/Physics/Explodinator.cpp | 24 | ||||
-rw-r--r-- | src/Physics/Explodinator.h | 2 |
2 files changed, 13 insertions, 13 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) { diff --git a/src/Physics/Explodinator.h b/src/Physics/Explodinator.h index 4772618de..e3beeadd0 100644 --- a/src/Physics/Explodinator.h +++ b/src/Physics/Explodinator.h @@ -17,5 +17,5 @@ namespace Explodinator For maximum efficiency, Position should be in the centre of the entity or block that exploded. The entity pointer is used to trigger OnBreak for the destroyed blocks. Kaboom indeed, you drunken wretch. */ - void Kaboom(cWorld & World, Vector3f Position, unsigned Power, bool Fiery, const cEntity * a_ExplodingEntity); + void Kaboom(cWorld & World, Vector3f Position, int Power, bool Fiery, const cEntity * a_ExplodingEntity); } |