Convert c-style casts to static_cast.

This commit is contained in:
Malkierian 2025-05-13 16:03:31 -07:00
commit 7f2969be63
6 changed files with 29 additions and 27 deletions

View file

@ -61,8 +61,8 @@ std::vector<AltTrapType> getEnabledAddTraps() {
}; };
static void RollRandomTrap(uint32_t seed) { static void RollRandomTrap(uint32_t seed) {
uint32_t finalSeed = uint32_t finalSeed = seed + (IS_RANDO ? Rando::Context::GetInstance()->GetSeed()
seed + (IS_RANDO ? Rando::Context::GetInstance()->GetSeed() : (uint32_t)gSaveContext.ship.stats.fileCreatedAt); : static_cast<uint32_t>(gSaveContext.ship.stats.fileCreatedAt));
Random_Init(finalSeed); Random_Init(finalSeed);
roll = RandomElement(getEnabledAddTraps()); roll = RandomElement(getEnabledAddTraps());
@ -126,12 +126,12 @@ static void OnPlayerUpdate() {
Play_TriggerRespawn(gPlayState); Play_TriggerRespawn(gPlayState);
break; break;
case ADD_AMMO_TRAP: case ADD_AMMO_TRAP:
AMMO(ITEM_STICK) = (int8_t)floor(AMMO(ITEM_STICK) * 0.5f); AMMO(ITEM_STICK) = static_cast<int8_t>(floor(AMMO(ITEM_STICK) * 0.5f));
AMMO(ITEM_NUT) = (int8_t)floor(AMMO(ITEM_NUT) * 0.5f); AMMO(ITEM_NUT) = static_cast<int8_t>(floor(AMMO(ITEM_NUT) * 0.5f));
AMMO(ITEM_SLINGSHOT) = (int8_t)floor(AMMO(ITEM_SLINGSHOT) * 0.5f); AMMO(ITEM_SLINGSHOT) = static_cast<int8_t>(floor(AMMO(ITEM_SLINGSHOT) * 0.5f));
AMMO(ITEM_BOW) = (int8_t)floor(AMMO(ITEM_BOW) * 0.5f); AMMO(ITEM_BOW) = static_cast<int8_t>(floor(AMMO(ITEM_BOW) * 0.5f));
AMMO(ITEM_BOMB) = (int8_t)floor(AMMO(ITEM_BOMB) * 0.5f); AMMO(ITEM_BOMB) = static_cast<int8_t>(floor(AMMO(ITEM_BOMB) * 0.5f));
AMMO(ITEM_BOMBCHU) = (int8_t)floor(AMMO(ITEM_BOMBCHU) * 0.5f); AMMO(ITEM_BOMBCHU) = static_cast<int8_t>(floor(AMMO(ITEM_BOMBCHU) * 0.5f));
Audio_PlaySoundGeneral(NA_SE_VO_FR_SMILE_0, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, Audio_PlaySoundGeneral(NA_SE_VO_FR_SMILE_0, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb); &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
break; break;

View file

@ -111,7 +111,7 @@ const char* BossRush_GetSettingChoiceName(u8 optionIndex, u8 choiceIndex, u8 lan
} }
u8 BossRush_GetSettingOptionsAmount(u8 optionIndex) { u8 BossRush_GetSettingOptionsAmount(u8 optionIndex) {
return (u8)BossRushOptions[optionIndex].choices.size(); return static_cast<u8>(BossRushOptions[optionIndex].choices.size());
} }
void BossRush_SpawnBlueWarps(PlayState* play) { void BossRush_SpawnBlueWarps(PlayState* play) {
@ -311,7 +311,8 @@ void BossRush_HandleCompleteBoss(PlayState* play) {
play->sceneNum == SCENE_GANON_BOSS) { play->sceneNum == SCENE_GANON_BOSS) {
gSaveContext.ship.stats.playTimer += 2; gSaveContext.ship.stats.playTimer += 2;
gSaveContext.ship.stats.gameComplete = 1; gSaveContext.ship.stats.gameComplete = 1;
gSaveContext.ship.stats.itemTimestamp[TIMESTAMP_BOSSRUSH_FINISH] = (uint32_t)GAMEPLAYSTAT_TOTAL_TIME; gSaveContext.ship.stats.itemTimestamp[TIMESTAMP_BOSSRUSH_FINISH] =
static_cast<uint32_t>(GAMEPLAYSTAT_TOTAL_TIME);
} }
} }

View file

@ -50,8 +50,8 @@ void Mouse_HandleFirstPerson(Player* player) {
: 1; : 1;
s8 invertYAxisMulti = CVarGetInteger(CVAR_SETTING("Controls.InvertAimingYAxis"), 1) ? 1 : -1; s8 invertYAxisMulti = CVarGetInteger(CVAR_SETTING("Controls.InvertAimingYAxis"), 1) ? 1 : -1;
if (MOUSE_ENABLED) { if (MOUSE_ENABLED) {
player->actor.focus.rot.y -= (int16_t)(mouseCoordRel.x * 6.0f * xAxisMulti * invertXAxisMulti); player->actor.focus.rot.y -= static_cast<int16_t>(mouseCoordRel.x * 6.0f * xAxisMulti * invertXAxisMulti);
player->actor.focus.rot.x += (int16_t)(mouseCoordRel.y * 6.0f * yAxisMulti * invertYAxisMulti); player->actor.focus.rot.x += static_cast<int16_t>(mouseCoordRel.y * 6.0f * yAxisMulti * invertYAxisMulti);
} }
} }
@ -59,7 +59,7 @@ void Mouse_RecenterCursor() {
u32 width = GetWindow()->GetWidth(); u32 width = GetWindow()->GetWidth();
u32 height = GetWindow()->GetHeight(); u32 height = GetWindow()->GetHeight();
if (MOUSE_ENABLED) { if (MOUSE_ENABLED) {
GetWindow()->SetMousePos({ (s32)(width / 2), (s32)(height / 2) }); GetWindow()->SetMousePos({ static_cast<s32>(width / 2), static_cast<s32>(height / 2) });
} }
} }
@ -67,8 +67,8 @@ void Mouse_HandleShield(f32* sp50, f32* sp54) {
if (MOUSE_ENABLED) { if (MOUSE_ENABLED) {
s32 width = GetWindow()->GetWidth(); s32 width = GetWindow()->GetWidth();
s32 height = GetWindow()->GetHeight(); s32 height = GetWindow()->GetHeight();
f32 xBound = 7200 / ((f32)width / 2); f32 xBound = 7200 / (width / 2.0f);
f32 yBound = 6000 / ((f32)height / 2); f32 yBound = 6000 / (height / 2.0f);
*sp50 += *sp50 +=
(mouseCoord.x - (width / 2)) * xBound * (CVarGetInteger(CVAR_ENHANCEMENT("MirroredWorld"), 0) ? 1 : -1); (mouseCoord.x - (width / 2)) * xBound * (CVarGetInteger(CVAR_ENHANCEMENT("MirroredWorld"), 0) ? 1 : -1);
*sp54 += (mouseCoord.y - (height / 2)) * yBound; *sp54 += (mouseCoord.y - (height / 2)) * yBound;

View file

@ -112,7 +112,7 @@ void GameInteractor::RawAction::FreezePlayer() {
void GameInteractor::RawAction::BurnPlayer() { void GameInteractor::RawAction::BurnPlayer() {
Player* player = GET_PLAYER(gPlayState); Player* player = GET_PLAYER(gPlayState);
for (int i = 0; i < 18; i++) { for (int i = 0; i < 18; i++) {
player->bodyFlameTimers[i] = (uint8_t)Rand_S16Offset(0, 200); player->bodyFlameTimers[i] = static_cast<uint8_t>(Rand_S16Offset(0, 200));
} }
player->bodyIsBurning = true; player->bodyIsBurning = true;
func_80837C0C(gPlayState, player, 0, 0, 0, 0, 0); func_80837C0C(gPlayState, player, 0, 0, 0, 0, 0);
@ -617,7 +617,7 @@ GameInteractionEffectQueryResult GameInteractor::RawAction::SpawnEnemyWithOffset
} }
// Generate point in random angle with a radius. // Generate point in random angle with a radius.
float angle = (float)(RandomDouble() * 2 * M_PI); float angle = static_cast<float>(RandomDouble() * 2 * M_PI);
float radius = 150; float radius = 150;
float posXOffset = radius * cos(angle); float posXOffset = radius * cos(angle);
float posZOffset = radius * sin(angle); float posZOffset = radius * sin(angle);

View file

@ -21,17 +21,17 @@ template <typename T> T RandomElement(std::vector<T>& vector, bool erase) {
return selected; return selected;
} }
template <typename Container> auto& RandomElement(Container& container) { template <typename Container> auto& RandomElement(Container& container) {
return container[Random(0, (uint32_t)std::size(container))]; return container[Random(0, static_cast<uint32_t>(std::size(container)))];
} }
template <typename Container> const auto& RandomElement(const Container& container) { template <typename Container> const auto& RandomElement(const Container& container) {
return container[Random(0, (uint32_t)std::size(container))]; return container[Random(0, static_cast<uint32_t>(std::size(container)))];
} }
template <typename T> const T RandomElementFromSet(const std::set<T>& set) { template <typename T> const T RandomElementFromSet(const std::set<T>& set) {
if (set.size() == 1) { if (set.size() == 1) {
return *set.begin(); return *set.begin();
} }
uint32_t rand = Random(0, (uint32_t)set.size()); uint32_t rand = Random(0, static_cast<uint32_t>(set.size()));
auto it = set.begin(); auto it = set.begin();
for (uint32_t i = 0; i < rand; i++) { for (uint32_t i = 0; i < rand; i++) {
it++; it++;
@ -44,11 +44,11 @@ template <typename T> const T RandomElementFromSet(const std::set<T>& set) {
// RANDOTODO There's probably a more efficient way to do what this does. // RANDOTODO There's probably a more efficient way to do what this does.
template <typename T> void Shuffle(std::vector<T>& vector) { template <typename T> void Shuffle(std::vector<T>& vector) {
for (size_t i = 0; i + 1 < vector.size(); i++) { for (size_t i = 0; i + 1 < vector.size(); i++) {
std::swap(vector[i], vector[Random((uint32_t)i, (uint32_t)vector.size())]); std::swap(vector[i], vector[Random(static_cast<uint32_t>(i), static_cast<uint32_t>(vector.size()))]);
} }
} }
template <typename T, size_t size> void Shuffle(std::array<T, size>& arr) { template <typename T, size_t size> void Shuffle(std::array<T, size>& arr) {
for (size_t i = 0; i + 1 < arr.size(); i++) { for (size_t i = 0; i + 1 < arr.size(); i++) {
std::swap(arr[i], arr[Random((uint32_t)i, (uint32_t)arr.size())]); std::swap(arr[i], arr[Random(static_cast<uint32_t>(i), static_cast<uint32_t>(arr.size()))]);
} }
} }

View file

@ -328,7 +328,7 @@ void RandomizerOnPlayerUpdateForRCQueueHandler() {
(getItemEntry.getItemCategory == ITEM_CATEGORY_JUNK || (getItemEntry.getItemCategory == ITEM_CATEGORY_JUNK ||
getItemEntry.getItemCategory == ITEM_CATEGORY_SKULLTULA_TOKEN || getItemEntry.getItemCategory == ITEM_CATEGORY_SKULLTULA_TOKEN ||
getItemEntry.getItemCategory == ITEM_CATEGORY_LESSER))))) { getItemEntry.getItemCategory == ITEM_CATEGORY_LESSER))))) {
Item_DropCollectible(gPlayState, &spawnPos, (int16_t)(ITEM00_SOH_GIVE_ITEM_ENTRY | 0x8000)); Item_DropCollectible(gPlayState, &spawnPos, static_cast<int16_t>(ITEM00_SOH_GIVE_ITEM_ENTRY | 0x8000));
} }
} }
@ -2157,7 +2157,7 @@ void RandomizerOnGameFrameUpdateHandler() {
} }
if (Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_MAGIC_METER)) { if (Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_MAGIC_METER)) {
gSaveContext.magic = (int8_t)gSaveContext.magicCapacity; gSaveContext.magic = static_cast<int8_t>(gSaveContext.magicCapacity);
} }
if (Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_BOMBCHUS)) { if (Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_BOMBCHUS)) {
@ -2203,7 +2203,8 @@ void RandomizerOnActorUpdateHandler(void* refActor) {
if (actor->id == ACTOR_OBJ_COMB) { if (actor->id == ACTOR_OBJ_COMB) {
ObjComb* combActor = reinterpret_cast<ObjComb*>(actor); ObjComb* combActor = reinterpret_cast<ObjComb*>(actor);
combActor->actor.shape.rot.x = combActor->actor.shape.rot.x =
(int16_t)Math_SinS(combActor->unk_1B2) * CLAMP_MIN(combActor->unk_1B0, 0) + combActor->actor.home.rot.x; static_cast<int16_t>(Math_SinS(combActor->unk_1B2)) * CLAMP_MIN(combActor->unk_1B0, 0) +
combActor->actor.home.rot.x;
} }
} }
@ -2298,8 +2299,8 @@ void RandomizerOnSceneSpawnActorsHandler() {
switch (gPlayState->sceneNum) { switch (gPlayState->sceneNum) {
case SCENE_TEMPLE_OF_TIME: case SCENE_TEMPLE_OF_TIME:
if (gPlayState->roomCtx.curRoom.num == 1) { if (gPlayState->roomCtx.curRoom.num == 1) {
Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_EN_XC, -104, -40, 2382, 0, (int16_t)0x8000, 0, Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_EN_XC, -104, -40, 2382, 0,
SHEIK_TYPE_RANDO, false); static_cast<int16_t>(0x8000), 0, SHEIK_TYPE_RANDO, false);
} }
break; break;
case SCENE_INSIDE_GANONS_CASTLE: case SCENE_INSIDE_GANONS_CASTLE: