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author | Julian Laubstein <julianlaubstein@yahoo.de> | 2015-07-29 18:45:36 +0200 |
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committer | Julian Laubstein <julianlaubstein@yahoo.de> | 2015-07-29 18:45:36 +0200 |
commit | 735d590abf7f804a4504b70c84a289ba86c5f8e3 (patch) | |
tree | 13b603c8bbf8177da92ce87f5413fb646d204f3f /src/Entities/Entity.cpp | |
parent | Merge pull request #2376 from mjhanninen/fix-freebsd-build (diff) | |
parent | Silenced and fixed many warning messages across multiple files. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/Entities/Entity.cpp | 98 |
1 files changed, 49 insertions, 49 deletions
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp index bb9d3c44b..23cc487f6 100644 --- a/src/Entities/Entity.cpp +++ b/src/Entities/Entity.cpp @@ -313,7 +313,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI) if ((a_TDI.Attacker != nullptr) && (a_TDI.Attacker->IsPlayer())) { - cPlayer * Player = (cPlayer *)a_TDI.Attacker; + cPlayer * Player = reinterpret_cast<cPlayer *>(a_TDI.Attacker); Player->GetEquippedItem().GetHandler()->OnEntityAttack(Player, this); @@ -321,19 +321,19 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI) // TODO: Better damage increase, and check for enchantments (and use magic critical instead of plain) const cEnchantments & Enchantments = Player->GetEquippedItem().m_Enchantments; - int SharpnessLevel = Enchantments.GetLevel(cEnchantments::enchSharpness); - int SmiteLevel = Enchantments.GetLevel(cEnchantments::enchSmite); - int BaneOfArthropodsLevel = Enchantments.GetLevel(cEnchantments::enchBaneOfArthropods); + int SharpnessLevel = static_cast<int>(Enchantments.GetLevel(cEnchantments::enchSharpness)); + int SmiteLevel = static_cast<int>(Enchantments.GetLevel(cEnchantments::enchSmite)); + int BaneOfArthropodsLevel = static_cast<int>(Enchantments.GetLevel(cEnchantments::enchBaneOfArthropods)); if (SharpnessLevel > 0) { - a_TDI.FinalDamage += (int)ceil(1.25 * SharpnessLevel); + a_TDI.FinalDamage += static_cast<int>(ceil(1.25 * SharpnessLevel)); } else if (SmiteLevel > 0) { if (IsMob()) { - cMonster * Monster = (cMonster *)this; + cMonster * Monster = reinterpret_cast<cMonster *>(this); switch (Monster->GetMobType()) { case mtSkeleton: @@ -341,7 +341,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI) case mtWither: case mtZombiePigman: { - a_TDI.FinalDamage += (int)ceil(2.5 * SmiteLevel); + a_TDI.FinalDamage += static_cast<int>(ceil(2.5 * SmiteLevel)); break; } default: break; @@ -352,14 +352,14 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI) { if (IsMob()) { - cMonster * Monster = (cMonster *)this; + cMonster * Monster = reinterpret_cast<cMonster *>(this); switch (Monster->GetMobType()) { case mtSpider: case mtCaveSpider: case mtSilverfish: { - a_TDI.RawDamage += (int)ceil(2.5 * BaneOfArthropodsLevel); + a_TDI.RawDamage += static_cast<int>(ceil(2.5 * BaneOfArthropodsLevel)); // TODO: Add slowness effect break; @@ -369,7 +369,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI) } } - int FireAspectLevel = Enchantments.GetLevel(cEnchantments::enchFireAspect); + int FireAspectLevel = static_cast<int>(Enchantments.GetLevel(cEnchantments::enchFireAspect)); if (FireAspectLevel > 0) { int BurnTicks = 3; @@ -384,7 +384,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI) } else if (IsMob() && !IsSubmerged() && !IsSwimming()) { - cMonster * Monster = (cMonster *)this; + cMonster * Monster = reinterpret_cast<cMonster *>(this); switch (Monster->GetMobType()) { case mtGhast: @@ -408,7 +408,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI) if (ThornsLevel > 0) { - int Chance = ThornsLevel * 15; + int Chance = static_cast<int>(ThornsLevel * 15); cFastRandom Random; int RandomValue = Random.GenerateRandomInteger(0, 100); @@ -428,7 +428,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI) } } - Player->GetStatManager().AddValue(statDamageDealt, (StatValue)floor(a_TDI.FinalDamage * 10 + 0.5)); + Player->GetStatManager().AddValue(statDamageDealt, static_cast<StatValue>(floor(a_TDI.FinalDamage * 10 + 0.5))); } if (IsPlayer()) @@ -444,31 +444,31 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI) for (size_t i = 0; i < ARRAYCOUNT(ArmorItems); i++) { const cItem & Item = ArmorItems[i]; - int Level = Item.m_Enchantments.GetLevel(cEnchantments::enchProtection); + int Level = static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchProtection)); if (Level > 0) { EPFProtection += (6 + Level * Level) * 0.75 / 3; } - Level = Item.m_Enchantments.GetLevel(cEnchantments::enchFireProtection); + Level = static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchFireProtection)); if (Level > 0) { EPFFireProtection += (6 + Level * Level) * 1.25 / 3; } - Level = Item.m_Enchantments.GetLevel(cEnchantments::enchFeatherFalling); + Level = static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchFeatherFalling)); if (Level > 0) { EPFFeatherFalling += (6 + Level * Level) * 2.5 / 3; } - Level = Item.m_Enchantments.GetLevel(cEnchantments::enchBlastProtection); + Level = static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchBlastProtection)); if (Level > 0) { EPFBlastProtection += (6 + Level * Level) * 1.5 / 3; } - Level = Item.m_Enchantments.GetLevel(cEnchantments::enchProjectileProtection); + Level = static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchProjectileProtection)); if (Level > 0) { EPFProjectileProtection += (6 + Level * Level) * 1.5 / 3; @@ -509,27 +509,27 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI) if ((a_TDI.DamageType != dtInVoid) && (a_TDI.DamageType != dtAdmin)) { - RemovedDamage += (int)ceil(EPFProtection * 0.04 * a_TDI.FinalDamage); + RemovedDamage += CeilC(EPFProtection * 0.04 * a_TDI.FinalDamage); } if ((a_TDI.DamageType == dtFalling) || (a_TDI.DamageType == dtFall) || (a_TDI.DamageType == dtEnderPearl)) { - RemovedDamage += (int)ceil(EPFFeatherFalling * 0.04 * a_TDI.FinalDamage); + RemovedDamage += CeilC(EPFFeatherFalling * 0.04 * a_TDI.FinalDamage); } if (a_TDI.DamageType == dtBurning) { - RemovedDamage += (int)ceil(EPFFireProtection * 0.04 * a_TDI.FinalDamage); + RemovedDamage += CeilC(EPFFireProtection * 0.04 * a_TDI.FinalDamage); } if (a_TDI.DamageType == dtExplosion) { - RemovedDamage += (int)ceil(EPFBlastProtection * 0.04 * a_TDI.FinalDamage); + RemovedDamage += CeilC(EPFBlastProtection * 0.04 * a_TDI.FinalDamage); } if (a_TDI.DamageType == dtProjectile) { - RemovedDamage += (int)ceil(EPFBlastProtection * 0.04 * a_TDI.FinalDamage); + RemovedDamage += CeilC(EPFBlastProtection * 0.04 * a_TDI.FinalDamage); } if (a_TDI.FinalDamage < RemovedDamage) @@ -540,7 +540,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI) a_TDI.FinalDamage -= RemovedDamage; } - m_Health -= (short)a_TDI.FinalDamage; + m_Health -= static_cast<short>(a_TDI.FinalDamage); // TODO: Apply damage to armor @@ -549,11 +549,11 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI) // Add knockback: if ((IsMob() || IsPlayer()) && (a_TDI.Attacker != nullptr)) { - int KnockbackLevel = a_TDI.Attacker->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchKnockback); // More common enchantment + int KnockbackLevel = static_cast<int>(a_TDI.Attacker->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchKnockback)); // More common enchantment if (KnockbackLevel < 1) { // We support punch on swords and vice versa! :) - KnockbackLevel = a_TDI.Attacker->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchPunch); + KnockbackLevel = static_cast<int>(a_TDI.Attacker->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchPunch)); } Vector3d AdditionalSpeed(0, 0, 0); @@ -800,7 +800,7 @@ void cEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) if (IsPlayer()) { - cPlayer * Player = (cPlayer *)this; + cPlayer * Player = reinterpret_cast<cPlayer *>(this); Player->UpdateMovementStats(DeltaPos); } } @@ -1013,7 +1013,7 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { cTracer Tracer(GetWorld()); // Distance traced is an integer, so we round up from the distance we should go (Speed * Delta), else we will encounter collision detection failurse - int DistanceToTrace = (int)(ceil((NextSpeed * DtSec.count()).SqrLength()) * 2); + int DistanceToTrace = CeilC((NextSpeed * DtSec.count()).SqrLength()) * 2; bool HasHit = Tracer.Trace(NextPos, NextSpeed, DistanceToTrace); if (HasHit) @@ -1123,12 +1123,12 @@ void cEntity::TickBurning(cChunk & a_Chunk) } // Update the burning times, based on surroundings: - int MinRelX = (int)floor(GetPosX() - m_Width / 2) - a_Chunk.GetPosX() * cChunkDef::Width; - int MaxRelX = (int)floor(GetPosX() + m_Width / 2) - a_Chunk.GetPosX() * cChunkDef::Width; - int MinRelZ = (int)floor(GetPosZ() - m_Width / 2) - a_Chunk.GetPosZ() * cChunkDef::Width; - int MaxRelZ = (int)floor(GetPosZ() + m_Width / 2) - a_Chunk.GetPosZ() * cChunkDef::Width; - int MinY = std::max(0, std::min(cChunkDef::Height - 1, POSY_TOINT)); - int MaxY = std::max(0, std::min(cChunkDef::Height - 1, (int)ceil (GetPosY() + m_Height))); + int MinRelX = FloorC(GetPosX() - m_Width / 2) - a_Chunk.GetPosX() * cChunkDef::Width; + int MaxRelX = FloorC(GetPosX() + m_Width / 2) - a_Chunk.GetPosX() * cChunkDef::Width; + int MinRelZ = FloorC(GetPosZ() - m_Width / 2) - a_Chunk.GetPosZ() * cChunkDef::Width; + int MaxRelZ = FloorC(GetPosZ() + m_Width / 2) - a_Chunk.GetPosZ() * cChunkDef::Width; + int MinY = Clamp(POSY_TOINT, 0, cChunkDef::Height - 1); + int MaxY = Clamp(CeilC(GetPosY() + m_Height), 0, cChunkDef::Height - 1); bool HasWater = false; bool HasLava = false; bool HasFire = false; @@ -1325,7 +1325,7 @@ bool cEntity::DetectPortal() return false; } - if (IsPlayer() && !((cPlayer *)this)->IsGameModeCreative() && (m_PortalCooldownData.m_TicksDelayed != 80)) + if (IsPlayer() && !(reinterpret_cast<cPlayer *>(this))->IsGameModeCreative() && (m_PortalCooldownData.m_TicksDelayed != 80)) { // Delay teleportation for four seconds if the entity is a non-creative player m_PortalCooldownData.m_TicksDelayed++; @@ -1345,7 +1345,7 @@ bool cEntity::DetectPortal() if (IsPlayer()) { // Send a respawn packet before world is loaded / generated so the client isn't left in limbo - ((cPlayer *)this)->GetClientHandle()->SendRespawn(dimOverworld); + (reinterpret_cast<cPlayer *>(this))->GetClientHandle()->SendRespawn(dimOverworld); } Vector3d TargetPos = GetPosition(); @@ -1368,8 +1368,8 @@ bool cEntity::DetectPortal() if (IsPlayer()) { - ((cPlayer *)this)->AwardAchievement(achEnterPortal); - ((cPlayer *)this)->GetClientHandle()->SendRespawn(dimNether); + reinterpret_cast<cPlayer *>(this)->AwardAchievement(achEnterPortal); + reinterpret_cast<cPlayer *>(this)->GetClientHandle()->SendRespawn(dimNether); } Vector3d TargetPos = GetPosition(); @@ -1401,7 +1401,7 @@ bool cEntity::DetectPortal() if (IsPlayer()) { - cPlayer * Player = (cPlayer *)this; + cPlayer * Player = reinterpret_cast<cPlayer *>(this); Player->TeleportToCoords(Player->GetLastBedPos().x, Player->GetLastBedPos().y, Player->GetLastBedPos().z); Player->GetClientHandle()->SendRespawn(dimOverworld); } @@ -1419,8 +1419,8 @@ bool cEntity::DetectPortal() if (IsPlayer()) { - ((cPlayer *)this)->AwardAchievement(achEnterTheEnd); - ((cPlayer *)this)->GetClientHandle()->SendRespawn(dimEnd); + reinterpret_cast<cPlayer *>(this)->AwardAchievement(achEnterTheEnd); + reinterpret_cast<cPlayer *>(this)->GetClientHandle()->SendRespawn(dimEnd); } return MoveToWorld(cRoot::Get()->CreateAndInitializeWorld(GetWorld()->GetLinkedEndWorldName(), dimEnd, GetWorld()->GetName()), false); @@ -1498,7 +1498,7 @@ bool cEntity::MoveToWorld(const AString & a_WorldName, bool a_ShouldSendRespawn) void cEntity::SetSwimState(cChunk & a_Chunk) { - int RelY = (int)floor(GetPosY() + 0.1); + int RelY = FloorC(GetPosY() + 0.1); if ((RelY < 0) || (RelY >= cChunkDef::Height - 1)) { m_IsSwimming = false; @@ -1550,7 +1550,7 @@ void cEntity::HandleAir(void) // See if the entity is /submerged/ water (block above is water) // Get the type of block the entity is standing in: - int RespirationLevel = GetEquippedHelmet().m_Enchantments.GetLevel(cEnchantments::enchRespiration); + int RespirationLevel = static_cast<int>(GetEquippedHelmet().m_Enchantments.GetLevel(cEnchantments::enchRespiration)); if (IsSubmerged()) { @@ -1561,7 +1561,7 @@ void cEntity::HandleAir(void) if (RespirationLevel > 0) { - ((cPawn *)this)->AddEntityEffect(cEntityEffect::effNightVision, 200, 5, 0); + reinterpret_cast<cPawn *>(this)->AddEntityEffect(cEntityEffect::effNightVision, 200, 5, 0); } if (m_AirLevel <= 0) @@ -1733,9 +1733,9 @@ void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude) } // TODO: Pickups move disgracefully if relative move packets are sent as opposed to just velocity. Have a system to send relmove only when SetPosXXX() is called with a large difference in position - int DiffX = (int)(floor(GetPosX() * 32.0) - floor(m_LastPos.x * 32.0)); - int DiffY = (int)(floor(GetPosY() * 32.0) - floor(m_LastPos.y * 32.0)); - int DiffZ = (int)(floor(GetPosZ() * 32.0) - floor(m_LastPos.z * 32.0)); + int DiffX = FloorC(GetPosX() * 32.0) - FloorC(m_LastPos.x * 32.0); + int DiffY = FloorC(GetPosY() * 32.0) - FloorC(m_LastPos.y * 32.0); + int DiffZ = FloorC(GetPosZ() * 32.0) - FloorC(m_LastPos.z * 32.0); if ((DiffX != 0) || (DiffY != 0) || (DiffZ != 0)) // Have we moved? { @@ -1744,12 +1744,12 @@ void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude) // Difference within Byte limitations, use a relative move packet if (m_bDirtyOrientation) { - m_World->BroadcastEntityRelMoveLook(*this, (char)DiffX, (char)DiffY, (char)DiffZ, a_Exclude); + m_World->BroadcastEntityRelMoveLook(*this, static_cast<char>(DiffX), static_cast<char>(DiffY), static_cast<char>(DiffZ), a_Exclude); m_bDirtyOrientation = false; } else { - m_World->BroadcastEntityRelMove(*this, (char)DiffX, (char)DiffY, (char)DiffZ, a_Exclude); + m_World->BroadcastEntityRelMove(*this, static_cast<char>(DiffX), static_cast<char>(DiffY), static_cast<char>(DiffZ), a_Exclude); } // Clients seem to store two positions, one for the velocity packet and one for the teleport / relmove packet // The latter is only changed with a relmove / teleport, and m_LastPos stores this position |