1
0
mirror of https://github.com/OpenRCT2/OpenRCT2 synced 2026-01-21 22:13:07 +01:00

Remove some redundant casts and fix rct_sprite::AsDuck()

This commit is contained in:
Michael Steenbeek
2018-02-15 13:04:25 +01:00
committed by GitHub
parent c8c9bf70a7
commit d481cca2ed
15 changed files with 33 additions and 35 deletions

View File

@@ -612,7 +612,7 @@ const char* Network::FormatChat(NetworkPlayer* fromplayer, const char* text)
lineCh = utf8_write_codepoint(lineCh, FORMAT_WHITE);
char* ptrtext = lineCh;
safe_strcpy(lineCh, text, 800);
utf8_remove_format_codes((utf8*)ptrtext, true);
utf8_remove_format_codes(ptrtext, true);
return formatted;
}
@@ -1070,7 +1070,7 @@ void Network::Server_Send_AUTH(NetworkConnection& connection)
new_playerid = connection.Player->Id;
}
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_AUTH << (uint32)connection.AuthStatus << (uint8)new_playerid;
*packet << (uint32)NETWORK_COMMAND_AUTH << (uint32)connection.AuthStatus << new_playerid;
if (connection.AuthStatus == NETWORK_AUTH_BADVERSION) {
packet->WriteString(NETWORK_STREAM_ID);
}
@@ -1180,7 +1180,7 @@ void Network::Server_Send_CHAT(const char* text)
void Network::Client_Send_GAMECMD(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp, uint8 callback)
{
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_GAMECMD << (uint32)gCurrentTicks << eax << (ebx | GAME_COMMAND_FLAG_NETWORKED)
*packet << (uint32)NETWORK_COMMAND_GAMECMD << gCurrentTicks << eax << (ebx | GAME_COMMAND_FLAG_NETWORKED)
<< ecx << edx << esi << edi << ebp << callback;
server_connection->QueuePacket(std::move(packet));
}
@@ -1188,7 +1188,7 @@ void Network::Client_Send_GAMECMD(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx
void Network::Server_Send_GAMECMD(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp, uint8 playerid, uint8 callback)
{
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_GAMECMD << (uint32)gCurrentTicks << eax << (ebx | GAME_COMMAND_FLAG_NETWORKED)
*packet << (uint32)NETWORK_COMMAND_GAMECMD << gCurrentTicks << eax << (ebx | GAME_COMMAND_FLAG_NETWORKED)
<< ecx << edx << esi << edi << ebp << playerid << callback;
SendPacketToClients(*packet, false, true);
}
@@ -1210,7 +1210,7 @@ void Network::Client_Send_GAME_ACTION(const GameAction *action)
DataSerialiser stream(true);
action->Serialise(stream);
*packet << (uint32)NETWORK_COMMAND_GAME_ACTION << (uint32)gCurrentTicks << action->GetType() << stream;
*packet << (uint32)NETWORK_COMMAND_GAME_ACTION << gCurrentTicks << action->GetType() << stream;
server_connection->QueuePacket(std::move(packet));
}
@@ -1222,7 +1222,7 @@ void Network::Server_Send_GAME_ACTION(const GameAction *action)
DataSerialiser stream(true);
action->Serialise(stream);
*packet << (uint32)NETWORK_COMMAND_GAME_ACTION << (uint32)gCurrentTicks << action->GetType() << stream;
*packet << (uint32)NETWORK_COMMAND_GAME_ACTION << gCurrentTicks << action->GetType() << stream;
SendPacketToClients(*packet);
}
@@ -1238,7 +1238,7 @@ void Network::Server_Send_TICK()
last_tick_sent_time = ticks;
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_TICK << (uint32)gCurrentTicks << (uint32)gScenarioSrand0;
*packet << (uint32)NETWORK_COMMAND_TICK << gCurrentTicks << gScenarioSrand0;
uint32 flags = 0;
// Simple counter which limits how often a sprite checksum gets sent.
// This can get somewhat expensive, so we don't want to push it every tick in release,
@@ -1877,7 +1877,7 @@ void Network::Server_Handle_AUTH(NetworkConnection& connection, NetworkPacket& p
const char* gameversion = packet.ReadString();
const char* name = packet.ReadString();
const char* password = packet.ReadString();
const char *pubkey = (const char *)packet.ReadString();
const char *pubkey = packet.ReadString();
uint32 sigsize;
packet >> sigsize;
if (pubkey == nullptr) {
@@ -2737,7 +2737,7 @@ void network_chat_show_server_greeting()
lineCh = utf8_write_codepoint(lineCh, FORMAT_GREEN);
char* ptrtext = lineCh;
safe_strcpy(lineCh, greeting, CHAT_INPUT_SIZE - 24); // Limit to 1000 characters so we don't overflow the buffer
utf8_remove_format_codes((utf8*)ptrtext, true);
utf8_remove_format_codes(ptrtext, true);
chat_history_add(greeting_formatted);
}
}