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-rw-r--r--src/Generating/VillageGen.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/Generating/VillageGen.cpp b/src/Generating/VillageGen.cpp
index 27146e757..488497ac1 100644
--- a/src/Generating/VillageGen.cpp
+++ b/src/Generating/VillageGen.cpp
@@ -93,7 +93,7 @@ public:
return 0;
}
- return ((const cPrefab &)a_NewPiece).GetPieceWeight(a_PlacedPiece, a_ExistingConnector);
+ return static_cast<const cPrefab &>(a_NewPiece).GetPieceWeight(a_PlacedPiece, a_ExistingConnector);
}
};
@@ -141,7 +141,7 @@ public:
// If the central piece should be moved to ground, move it, and
// check all of its dependents and move those that are strictly connector-driven based on its new Y coord:
- if (((cPrefab &)m_Pieces[0]->GetPiece()).ShouldMoveToGround())
+ if (static_cast<const cPrefab &>(m_Pieces[0]->GetPiece()).ShouldMoveToGround())
{
int OrigPosY = m_Pieces[0]->GetCoords().y;
PlacePieceOnGround(*m_Pieces[0]);
@@ -197,7 +197,7 @@ protected:
m_HeightGen->GenHeightMap(a_Chunk.GetChunkX(), a_Chunk.GetChunkZ(), HeightMap);
for (cPlacedPieces::iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
{
- cPrefab & Prefab = (cPrefab &)((*itr)->GetPiece());
+ const cPrefab & Prefab = static_cast<const cPrefab &>((*itr)->GetPiece());
if ((*itr)->GetPiece().GetSize().y == 1)
{
// It's a road, special handling (change top terrain blocks to m_RoadBlock)
@@ -319,7 +319,7 @@ protected:
{
if (
(a_PlacedPieces[i]->GetParent() == Pivot) && // It is a direct dependant of the pivot
- !((const cPrefab &)a_PlacedPieces[i]->GetPiece()).ShouldMoveToGround() // It attaches strictly by connectors
+ !(static_cast<const cPrefab &>(a_PlacedPieces[i]->GetPiece())).ShouldMoveToGround() // It attaches strictly by connectors
)
{
a_PlacedPieces[i]->MoveToGroundBy(a_HeightDifference);
@@ -389,8 +389,8 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_GridX, int a_Gr
BLOCKTYPE RoadBlock = E_BLOCK_GRAVEL;
BLOCKTYPE WaterRoadBlock = E_BLOCK_PLANKS;
int rnd = m_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 11;
- cVillagePiecePool * PlainsVillage = g_PlainsVillagePools[rnd % ARRAYCOUNT(g_PlainsVillagePools)];
- cVillagePiecePool * DesertVillage = g_DesertVillagePools[rnd % ARRAYCOUNT(g_DesertVillagePools)];
+ cVillagePiecePool * PlainsVillage = g_PlainsVillagePools[static_cast<size_t>(rnd) % ARRAYCOUNT(g_PlainsVillagePools)];
+ cVillagePiecePool * DesertVillage = g_DesertVillagePools[static_cast<size_t>(rnd) % ARRAYCOUNT(g_DesertVillagePools)];
for (size_t i = 0; i < ARRAYCOUNT(Biomes); i++)
{
switch (Biomes[i])