C-style cast cleanup.

This commit is contained in:
Mark de Wever 2007-09-05 17:06:38 +00:00
parent e3627ae789
commit b12ffd8994

View file

@ -919,8 +919,7 @@ bool unit::internal_matches_filter(const vconfig& cfg, const gamemap::location&
}
}
if(side.empty() == false && this->side() != (unsigned)atoi(side.c_str()))
{
if(side.empty() == false && this->side() != lexical_cast_default<unsigned>(side)) {
if(std::find(side.begin(),side.end(),',') != side.end()) {
const std::vector<std::string>& vals = utils::split(side);
@ -1752,7 +1751,7 @@ const unit_animation* unit::start_animation(const game_display &disp, const game
} else {
//! @todo TODO this, the is_attack_anim param and the return value are ugly hacks
// that need to be taken care of eventually
anim_ = new attack_animation(*(const attack_animation*)animation);
anim_ = new attack_animation(*(static_cast<const attack_animation*>(animation)));
}
anim_->start_animation(anim_->get_begin_time(), false, disp.turbo_speed());
frame_begin_time_ = anim_->get_begin_time() -1;
@ -1763,7 +1762,7 @@ const unit_animation* unit::start_animation(const game_display &disp, const game
next_idling_ = INT_MAX;
}
if(is_attack_anim) {
return &((attack_animation*)anim_)->get_missile_anim();
return &(static_cast<attack_animation*>(anim_))->get_missile_anim();
} else {
return NULL;
}