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Fixed MSVC compilation, improved performance.

We're not creating copies of the equipped items anymore, rather, we're using pointers to them. Also pow() is needlessly slow for a simple second power, and MSVC2008 was confused about the pow() overloads.
This commit is contained in:
madmaxoft 2014-09-01 14:31:05 +02:00
parent f22f67a63c
commit 7d8a474f13

View File

@ -317,7 +317,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
// IsOnGround() only is false if the player is moving downwards // IsOnGround() only is false if the player is moving downwards
// TODO: Better damage increase, and check for enchantments (and use magic critical instead of plain) // TODO: Better damage increase, and check for enchantments (and use magic critical instead of plain)
cEnchantments Enchantments = Player->GetEquippedItem().m_Enchantments; const cEnchantments & Enchantments = Player->GetEquippedItem().m_Enchantments;
int SharpnessLevel = Enchantments.GetLevel(cEnchantments::enchSharpness); int SharpnessLevel = Enchantments.GetLevel(cEnchantments::enchSharpness);
int SmiteLevel = Enchantments.GetLevel(cEnchantments::enchSmite); int SmiteLevel = Enchantments.GetLevel(cEnchantments::enchSmite);
@ -325,7 +325,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
if (SharpnessLevel > 0) if (SharpnessLevel > 0)
{ {
a_TDI.FinalDamage += 1.25 * SharpnessLevel; a_TDI.FinalDamage += (int)ceil(1.25 * SharpnessLevel);
} }
else if (SmiteLevel > 0) else if (SmiteLevel > 0)
{ {
@ -339,7 +339,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
case cMonster::mtWither: case cMonster::mtWither:
case cMonster::mtZombiePigman: case cMonster::mtZombiePigman:
{ {
a_TDI.FinalDamage += 2.5 * SmiteLevel; a_TDI.FinalDamage += (int)ceil(2.5 * SmiteLevel);
break; break;
} }
} }
@ -356,7 +356,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
case cMonster::mtCaveSpider: case cMonster::mtCaveSpider:
case cMonster::mtSilverfish: case cMonster::mtSilverfish:
{ {
a_TDI.RawDamage += 2.5 * BaneOfArthropodsLevel; a_TDI.RawDamage += (int)ceil(2.5 * BaneOfArthropodsLevel);
// TODO: Add slowness effect // TODO: Add slowness effect
break; break;
@ -396,11 +396,11 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
} }
int ThornsLevel = 0; int ThornsLevel = 0;
const cItem ArmorItems[] = { GetEquippedHelmet(), GetEquippedChestplate(), GetEquippedLeggings(), GetEquippedBoots() }; const cItem * ArmorItems[] = { &GetEquippedHelmet(), &GetEquippedChestplate(), &GetEquippedLeggings(), &GetEquippedBoots() };
for (size_t i = 0; i < ARRAYCOUNT(ArmorItems); i++) for (size_t i = 0; i < ARRAYCOUNT(ArmorItems); i++)
{ {
cItem Item = ArmorItems[i]; const cItem * Item = ArmorItems[i];
ThornsLevel = std::max(ThornsLevel, Item.m_Enchantments.GetLevel(cEnchantments::enchThorns)); ThornsLevel = std::max(ThornsLevel, Item->m_Enchantments.GetLevel(cEnchantments::enchThorns));
} }
if (ThornsLevel > 0) if (ThornsLevel > 0)
@ -437,33 +437,38 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
double EPFProjectileProtection = 0.00; double EPFProjectileProtection = 0.00;
double EPFFeatherFalling = 0.00; double EPFFeatherFalling = 0.00;
const cItem ArmorItems[] = { GetEquippedHelmet(), GetEquippedChestplate(), GetEquippedLeggings(), GetEquippedBoots() }; const cItem * ArmorItems[] = { &GetEquippedHelmet(), &GetEquippedChestplate(), &GetEquippedLeggings(), &GetEquippedBoots() };
for (size_t i = 0; i < ARRAYCOUNT(ArmorItems); i++) for (size_t i = 0; i < ARRAYCOUNT(ArmorItems); i++)
{ {
cItem Item = ArmorItems[i]; const cItem * Item = ArmorItems[i];
if (Item.m_Enchantments.GetLevel(cEnchantments::enchProtection) > 0) int Level = Item->m_Enchantments.GetLevel(cEnchantments::enchProtection);
if (Level > 0)
{ {
EPFProtection += (6 + pow(Item.m_Enchantments.GetLevel(cEnchantments::enchProtection), 2)) * 0.75 / 3; EPFProtection += (6 + Level * Level) * 0.75 / 3;
} }
if (Item.m_Enchantments.GetLevel(cEnchantments::enchFireProtection) > 0) Level = Item->m_Enchantments.GetLevel(cEnchantments::enchFireProtection);
if (Level > 0)
{ {
EPFFireProtection += (6 + pow(Item.m_Enchantments.GetLevel(cEnchantments::enchFireProtection), 2)) * 1.25 / 3; EPFFireProtection += (6 + Level * Level) * 1.25 / 3;
} }
if (Item.m_Enchantments.GetLevel(cEnchantments::enchFeatherFalling) > 0) Level = Item->m_Enchantments.GetLevel(cEnchantments::enchFeatherFalling);
if (Level > 0)
{ {
EPFFeatherFalling += (6 + pow(Item.m_Enchantments.GetLevel(cEnchantments::enchFeatherFalling), 2)) * 2.5 / 3; EPFFeatherFalling += (6 + Level * Level) * 2.5 / 3;
} }
if (Item.m_Enchantments.GetLevel(cEnchantments::enchBlastProtection) > 0) Level = Item->m_Enchantments.GetLevel(cEnchantments::enchBlastProtection);
if (Level > 0)
{ {
EPFBlastProtection += (6 + pow(Item.m_Enchantments.GetLevel(cEnchantments::enchBlastProtection), 2)) * 1.5 / 3; EPFBlastProtection += (6 + Level * Level) * 1.5 / 3;
} }
if (Item.m_Enchantments.GetLevel(cEnchantments::enchProjectileProtection) > 0) Level = Item->m_Enchantments.GetLevel(cEnchantments::enchProjectileProtection);
if (Level > 0)
{ {
EPFProjectileProtection += (6 + pow(Item.m_Enchantments.GetLevel(cEnchantments::enchProjectileProtection), 2)) * 1.5 / 3; EPFProjectileProtection += (6 + Level * Level) * 1.5 / 3;
} }
} }
@ -476,14 +481,20 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
EPFBlastProtection = EPFBlastProtection / TotalEPF; EPFBlastProtection = EPFBlastProtection / TotalEPF;
EPFProjectileProtection = EPFProjectileProtection / TotalEPF; EPFProjectileProtection = EPFProjectileProtection / TotalEPF;
if (TotalEPF > 25) TotalEPF = 25; if (TotalEPF > 25)
{
TotalEPF = 25;
}
cFastRandom Random; cFastRandom Random;
float RandomValue = Random.GenerateRandomInteger(50, 100) * 0.01; float RandomValue = Random.GenerateRandomInteger(50, 100) * 0.01f;
TotalEPF = ceil(TotalEPF * RandomValue); TotalEPF = ceil(TotalEPF * RandomValue);
if (TotalEPF > 20) TotalEPF = 20; if (TotalEPF > 20)
{
TotalEPF = 20;
}
EPFProtection = TotalEPF * EPFProtection; EPFProtection = TotalEPF * EPFProtection;
EPFFireProtection = TotalEPF * EPFFireProtection; EPFFireProtection = TotalEPF * EPFFireProtection;
@ -493,21 +504,38 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
int RemovedDamage = 0; int RemovedDamage = 0;
if (a_TDI.DamageType != dtInVoid) RemovedDamage += ceil(EPFProtection * 0.04 * a_TDI.FinalDamage); if ((a_TDI.DamageType != dtInVoid) && (a_TDI.DamageType != dtAdmin))
{
RemovedDamage += (int)ceil(EPFProtection * 0.04 * a_TDI.FinalDamage);
}
if ((a_TDI.DamageType == dtFalling) || (a_TDI.DamageType == dtFall) || (a_TDI.DamageType == dtEnderPearl)) RemovedDamage += ceil(EPFFeatherFalling * 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);
}
if (a_TDI.DamageType == dtBurning) RemovedDamage += ceil(EPFFireProtection * 0.04 * a_TDI.FinalDamage); if (a_TDI.DamageType == dtBurning)
{
RemovedDamage += (int)ceil(EPFFireProtection * 0.04 * a_TDI.FinalDamage);
}
if (a_TDI.DamageType == dtExplosion) RemovedDamage += ceil(EPFBlastProtection * 0.04 * a_TDI.FinalDamage); if (a_TDI.DamageType == dtExplosion)
{
RemovedDamage += (int)ceil(EPFBlastProtection * 0.04 * a_TDI.FinalDamage);
}
if (a_TDI.DamageType == dtProjectile) RemovedDamage += ceil(EPFBlastProtection * 0.04 * a_TDI.FinalDamage); if (a_TDI.DamageType == dtProjectile)
{
RemovedDamage += (int)ceil(EPFBlastProtection * 0.04 * a_TDI.FinalDamage);
}
if (a_TDI.FinalDamage < RemovedDamage) RemovedDamage = 0; if (a_TDI.FinalDamage < RemovedDamage)
{
RemovedDamage = 0;
}
a_TDI.FinalDamage -= RemovedDamage; a_TDI.FinalDamage -= RemovedDamage;
} }
m_Health -= (short)a_TDI.FinalDamage; m_Health -= (short)a_TDI.FinalDamage;
@ -515,7 +543,8 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
m_Health = std::max(m_Health, 0); m_Health = std::max(m_Health, 0);
if ((IsMob() || IsPlayer()) && (a_TDI.Attacker != NULL)) // Knockback for only players and mobs // Add knockback:
if ((IsMob() || IsPlayer()) && (a_TDI.Attacker != NULL))
{ {
int KnockbackLevel = a_TDI.Attacker->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchKnockback); // More common enchantment int KnockbackLevel = a_TDI.Attacker->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchKnockback); // More common enchantment
if (KnockbackLevel < 1) if (KnockbackLevel < 1)