Switch newdemo.cpp to C++ casts

This commit is contained in:
Kp 2016-09-04 00:02:51 +00:00
parent 5a98beae64
commit 67bf0ea1b5

View file

@ -558,13 +558,13 @@ static void nd_read_object(const vobjptridx_t obj)
* Do render type first, since with render_type == RT_NONE, we
* blow by all other object information
*/
nd_read_byte((int8_t *) &(obj->render_type));
nd_read_byte((int8_t *) &(obj->type));
nd_read_byte(reinterpret_cast<int8_t *>(&obj->render_type));
nd_read_byte(reinterpret_cast<int8_t *>(&obj->type));
if ((obj->render_type == RT_NONE) && (obj->type != OBJ_CAMERA))
return;
nd_read_byte((int8_t *) &(obj->id));
nd_read_byte((int8_t *) &(obj->flags));
nd_read_byte(reinterpret_cast<int8_t *>(&obj->id));
nd_read_byte(reinterpret_cast<int8_t *>(&obj->flags));
nd_read_short(&shortsig);
// It's OKAY! We made sure, obj->signature is never has a value which short cannot handle!!! We cannot do this otherwise, without breaking the demo format!
obj->signature = object_signature_t{static_cast<uint16_t>(shortsig)};
@ -603,7 +603,7 @@ static void nd_read_object(const vobjptridx_t obj)
case OBJ_POWERUP:
obj->control_type = CT_POWERUP;
nd_read_byte((int8_t *) &(obj->movement_type)); // might have physics movement
nd_read_byte(reinterpret_cast<int8_t *>(obj->movement_type)); // might have physics movement
obj->size = Powerup_info[get_powerup_id(obj)].size;
break;
@ -624,8 +624,8 @@ static void nd_read_object(const vobjptridx_t obj)
break;
default:
nd_read_byte((int8_t *) &(obj->control_type));
nd_read_byte((int8_t *) &(obj->movement_type));
nd_read_byte(reinterpret_cast<int8_t *>(&obj->control_type));
nd_read_byte(reinterpret_cast<int8_t *>(&obj->movement_type));
nd_read_fix(&(obj->size));
break;
}
@ -826,7 +826,7 @@ static void nd_write_object(const vcobjptr_t obj)
life = life >> 12;
if (life > 255)
life = 255;
nd_write_byte((ubyte)life);
nd_write_byte(static_cast<uint8_t>(life));
}
if (obj->type == OBJ_ROBOT) {
@ -1301,7 +1301,7 @@ void newdemo_record_player_afterburner(fix afterburner)
pause_game_world_time p;
nd_write_byte( ND_EVENT_PLAYER_AFTERBURNER );
nd_write_byte(static_cast<int8_t>(exchange(nd_record_v_player_afterburner, afterburner) >> 9));
nd_write_byte((sbyte) (afterburner>>9));
nd_write_byte(static_cast<int8_t>(afterburner >> 9));
}
#endif
@ -3119,9 +3119,9 @@ static int newdemo_read_frame_information(int rewrite)
// restore the walls
{
auto &w = *wp;
nd_read_byte ((signed char *)&w.type);
nd_read_byte ((signed char *)&w.flags);
nd_read_byte ((signed char *)&w.state);
nd_read_byte(reinterpret_cast<int8_t *>(&w.type));
nd_read_byte(reinterpret_cast<int8_t *>(&w.flags));
nd_read_byte(reinterpret_cast<int8_t *>(&w.state));
segment *seg;
int side;
@ -3746,8 +3746,8 @@ static void newdemo_write_end()
{
byte_count += 10; // from nd_record_v_framebytes_written
nd_write_byte((sbyte)(f2ir(get_local_player_energy())));
nd_write_byte((sbyte)(f2ir(get_local_player_shields())));
nd_write_byte(static_cast<int8_t>(f2ir(get_local_player_energy())));
nd_write_byte(static_cast<int8_t>(f2ir(get_local_player_shields())));
nd_write_int(get_local_player_flags().get_player_flags()); // be sure players flags are set
auto &player_info = get_local_plrobj().ctype.player_info;
nd_write_byte(static_cast<int8_t>(static_cast<primary_weapon_index_t>(player_info.Primary_weapon)));