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-rw-r--r--src/BlockEntities/BeaconEntity.cpp6
-rw-r--r--src/BlockEntities/CMakeLists.txt5
-rw-r--r--src/BlockEntities/MobSpawnerEntity.cpp18
-rw-r--r--src/BlockEntities/NoteEntity.cpp11
4 files changed, 29 insertions, 11 deletions
diff --git a/src/BlockEntities/BeaconEntity.cpp b/src/BlockEntities/BeaconEntity.cpp
index fb3940ce9..a945c6ea9 100644
--- a/src/BlockEntities/BeaconEntity.cpp
+++ b/src/BlockEntities/BeaconEntity.cpp
@@ -77,7 +77,7 @@ bool cBeaconEntity::IsValidEffect(cEntityEffect::eType a_Effect, char a_BeaconLe
default:
{
- LOGD("%s: Invalid beacon effect: %d", __FUNCTION__, (int)a_Effect);
+ LOGD("%s: Invalid beacon effect: %d", __FUNCTION__, static_cast<int>(a_Effect));
return false;
}
}
@@ -228,9 +228,9 @@ void cBeaconEntity::GiveEffects(void)
virtual bool Item(cPlayer * a_Player)
{
Vector3d PlayerPosition = Vector3d(a_Player->GetPosition());
- if (PlayerPosition.y > (double)m_PosY)
+ if (PlayerPosition.y > static_cast<double>(m_PosY))
{
- PlayerPosition.y = (double)m_PosY;
+ PlayerPosition.y = static_cast<double>(m_PosY);
}
// TODO: Vanilla minecraft uses an AABB check instead of a radius one
diff --git a/src/BlockEntities/CMakeLists.txt b/src/BlockEntities/CMakeLists.txt
index 5f4af288d..b0bfca5e4 100644
--- a/src/BlockEntities/CMakeLists.txt
+++ b/src/BlockEntities/CMakeLists.txt
@@ -41,6 +41,11 @@ SET (HDRS
NoteEntity.h
SignEntity.h)
+if("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang")
+ set_source_files_properties(BeaconEntity.cpp PROPERTIES COMPILE_FLAGS "-Wno-error=conversion -Wno-error=switch-enum")
+ set_source_files_properties(NoteEntity.cpp PROPERTIES COMPILE_FLAGS "-Wno-error=conversion -Wno-error=sign-conversion")
+endif()
+
if(NOT MSVC)
add_library(BlockEntities ${SRCS} ${HDRS})
endif()
diff --git a/src/BlockEntities/MobSpawnerEntity.cpp b/src/BlockEntities/MobSpawnerEntity.cpp
index 764d7af84..1a0ce5b22 100644
--- a/src/BlockEntities/MobSpawnerEntity.cpp
+++ b/src/BlockEntities/MobSpawnerEntity.cpp
@@ -145,9 +145,9 @@ void cMobSpawnerEntity::SpawnEntity(void)
break;
}
- int RelX = (int) (m_RelX + (double)(Random.NextFloat() - Random.NextFloat()) * 4.0);
+ int RelX = static_cast<int>(m_RelX + static_cast<double>(Random.NextFloat() - Random.NextFloat()) * 4.0);
int RelY = m_RelY + Random.NextInt(3) - 1;
- int RelZ = (int) (m_RelZ + (double)(Random.NextFloat() - Random.NextFloat()) * 4.0);
+ int RelZ = static_cast<int>(m_RelZ + static_cast<double>(Random.NextFloat() - Random.NextFloat()) * 4.0);
cChunk * Chunk = a_Chunk->GetRelNeighborChunkAdjustCoords(RelX, RelZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
@@ -172,7 +172,13 @@ void cMobSpawnerEntity::SpawnEntity(void)
if (Chunk->GetWorld()->SpawnMobFinalize(Monster) != cEntity::INVALID_ID)
{
EntitiesSpawned = true;
- Chunk->BroadcastSoundParticleEffect(2004, (int)(PosX * 8.0), (int)(RelY * 8.0), (int)(PosZ * 8.0), 0);
+ Chunk->BroadcastSoundParticleEffect(
+ 2004,
+ static_cast<int>(PosX * 8.0),
+ static_cast<int>(RelY * 8.0),
+ static_cast<int>(PosZ * 8.0),
+ 0
+ );
m_NearbyEntitiesNum++;
}
}
@@ -246,9 +252,9 @@ int cMobSpawnerEntity::GetNearbyMonsterNum(eMonsterType a_EntityType)
class cCallback : public cChunkDataCallback
{
public:
- cCallback(Vector3d a_SpawnerPos, eMonsterType a_EntityType, int & a_NumEntities) :
+ cCallback(Vector3d a_SpawnerPos, eMonsterType a_CallbackEntityType, int & a_NumEntities) :
m_SpawnerPos(a_SpawnerPos),
- m_EntityType(a_EntityType),
+ m_EntityType(a_CallbackEntityType),
m_NumEntities(a_NumEntities)
{
}
@@ -260,7 +266,7 @@ int cMobSpawnerEntity::GetNearbyMonsterNum(eMonsterType a_EntityType)
return;
}
- cMonster * Mob = (cMonster *)a_Entity;
+ cMonster * Mob = static_cast<cMonster *>(a_Entity);
if (Mob->GetMobType() != m_EntityType)
{
return;
diff --git a/src/BlockEntities/NoteEntity.cpp b/src/BlockEntities/NoteEntity.cpp
index a9af13c55..29839bae1 100644
--- a/src/BlockEntities/NoteEntity.cpp
+++ b/src/BlockEntities/NoteEntity.cpp
@@ -90,8 +90,15 @@ void cNoteEntity::MakeSound(void)
m_World->BroadcastBlockAction(m_PosX, m_PosY, m_PosZ, instrument, m_Pitch, E_BLOCK_NOTE_BLOCK);
// TODO: instead of calculating the power function over and over, make a precalculated table - there's only 24 pitches after all
- float calcPitch = pow(2.0f, ((float)m_Pitch - 12.0f) / 12.0f);
- m_World->BroadcastSoundEffect(sampleName, (double)m_PosX, (double)m_PosY, (double)m_PosZ, 3.0f, calcPitch);
+ float calcPitch = pow(2.0f, static_cast<float>(m_Pitch - 12.0f) / 12.0f);
+ m_World->BroadcastSoundEffect(
+ sampleName,
+ static_cast<double>(m_PosX),
+ static_cast<double>(m_PosY),
+ static_cast<double>(m_PosZ),
+ 3.0f,
+ calcPitch
+ );
}