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-rw-r--r--src/Physics/Explodinator.cpp24
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)
{