Project modernization (#630)

* Fixed boats falling and a TP glitch #266

* Replaced every C-style cast with C++ ones

* Replaced every C-style cast with C++ ones

* Fixed boats falling and a TP glitch #266

* Updated NULL to nullptr and fixing some type issues

* Modernized and fixed a few bugs

- Replaced most instances of `NULL` with `nullptr`.
- Replaced most `shared_ptr(new ...)` with `make_shared`.
- Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances.

* Fixing more conflicts

* Replace int loops with size_t and start work on overrides
This commit is contained in:
ModMaker101
2026-03-07 21:56:03 -05:00
committed by GitHub
parent 1be5faaea7
commit a9be52c41a
1373 changed files with 19903 additions and 19449 deletions

View File

@@ -18,7 +18,7 @@ ResourceLocation EntityRenderer::SHADOW_LOCATION = ResourceLocation(TN__CLAMP__M
// 4J - added
EntityRenderer::EntityRenderer()
{
model = NULL;
model = nullptr;
tileRenderer = new TileRenderer();
shadowRadius = 0;
shadowStrength = 1.0f;
@@ -89,7 +89,7 @@ void EntityRenderer::renderFlame(shared_ptr<Entity> e, double x, double y, doubl
Icon *fire2 = Tile::fire->getTextureLayer(1);
glPushMatrix();
glTranslatef((float) x, (float) y, (float) z);
glTranslatef(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z));
float s = e->bbWidth * 1.4f;
glScalef(s, s, s);
@@ -102,18 +102,18 @@ void EntityRenderer::renderFlame(shared_ptr<Entity> e, double x, double y, doubl
float xo = 0.0f;
float h = e->bbHeight / s;
float yo = (float) (e->y - e->bb->y0);
float yo = static_cast<float>(e->y - e->bb->y0);
glRotatef(-entityRenderDispatcher->playerRotY, 0, 1, 0);
glTranslatef(0, 0, -0.3f + ((int) h) * 0.02f);
glTranslatef(0, 0, -0.3f + static_cast<int>(h) * 0.02f);
glColor4f(1, 1, 1, 1);
float zo = 0;
int ss = 0;
t->begin();
while (h > 0)
{
Icon *tex = NULL;
Icon *tex = nullptr;
if (ss % 2 == 0)
{
tex = fire1;
@@ -238,7 +238,7 @@ void EntityRenderer::renderTileShadow(Tile *tt, double x, double y, double z, in
if (a < 0) return;
if (a > 1) a = 1;
t->color(1.0f, 1.0f, 1.0f, (float) a);
t->color(1.0f, 1.0f, 1.0f, static_cast<float>(a));
// glColor4f(1, 1, 1, (float) a);
double x0 = xt + tt->getShapeX0() + xo;
@@ -247,20 +247,20 @@ void EntityRenderer::renderTileShadow(Tile *tt, double x, double y, double z, in
double z0 = zt + tt->getShapeZ0() + zo;
double z1 = zt + tt->getShapeZ1() + zo;
float u0 = (float) ((x - (x0)) / 2 / r + 0.5f);
float u1 = (float) ((x - (x1)) / 2 / r + 0.5f);
float v0 = (float) ((z - (z0)) / 2 / r + 0.5f);
float v1 = (float) ((z - (z1)) / 2 / r + 0.5f);
float u0 = static_cast<float>((x - (x0)) / 2 / r + 0.5f);
float u1 = static_cast<float>((x - (x1)) / 2 / r + 0.5f);
float v0 = static_cast<float>((z - (z0)) / 2 / r + 0.5f);
float v1 = static_cast<float>((z - (z1)) / 2 / r + 0.5f);
// u0 = 0;
// v0 = 0;
// u1 = 1;
// v1 = 1;
t->vertexUV((float)(x0), (float)( y0), (float)( z0), (float)( u0), (float)( v0));
t->vertexUV((float)(x0), (float)( y0), (float)( z1), (float)( u0), (float)( v1));
t->vertexUV((float)(x1), (float)( y0), (float)( z1), (float)( u1), (float)( v1));
t->vertexUV((float)(x1), (float)( y0), (float)( z0), (float)( u1), (float)( v0));
t->vertexUV(static_cast<float>(x0), static_cast<float>(y0), static_cast<float>(z0), (float)( u0), (float)( v0));
t->vertexUV(static_cast<float>(x0), static_cast<float>(y0), static_cast<float>(z1), (float)( u0), (float)( v1));
t->vertexUV(static_cast<float>(x1), static_cast<float>(y0), static_cast<float>(z1), (float)( u1), (float)( v1));
t->vertexUV(static_cast<float>(x1), static_cast<float>(y0), static_cast<float>(z0), (float)( u1), (float)( v0));
}
void EntityRenderer::render(AABB *bb, double xo, double yo, double zo)
@@ -269,42 +269,42 @@ void EntityRenderer::render(AABB *bb, double xo, double yo, double zo)
Tesselator *t = Tesselator::getInstance();
glColor4f(1, 1, 1, 1);
t->begin();
t->offset((float)xo, (float)yo, (float)zo);
t->offset(static_cast<float>(xo), static_cast<float>(yo), static_cast<float>(zo));
t->normal(0, 0, -1);
t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0));
t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0));
t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0));
t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0));
t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z0));
t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z0));
t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z0));
t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z0));
t->normal(0, 0, 1);
t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1));
t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1));
t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1));
t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1));
t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z1));
t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z1));
t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z1));
t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z1));
t->normal(0, -1, 0);
t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0));
t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0));
t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1));
t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1));
t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z0));
t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z0));
t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z1));
t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z1));
t->normal(0, 1, 0);
t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1));
t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1));
t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0));
t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0));
t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z1));
t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z1));
t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z0));
t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z0));
t->normal(-1, 0, 0);
t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1));
t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1));
t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0));
t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0));
t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z1));
t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z1));
t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z0));
t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z0));
t->normal(1, 0, 0);
t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0));
t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0));
t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1));
t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1));
t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z0));
t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z0));
t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z1));
t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z1));
t->offset(0, 0, 0);
t->end();
glEnable(GL_TEXTURE_2D);
@@ -315,30 +315,30 @@ void EntityRenderer::renderFlat(AABB *bb)
{
Tesselator *t = Tesselator::getInstance();
t->begin();
t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0));
t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0));
t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0));
t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0));
t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1));
t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1));
t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1));
t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1));
t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0));
t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0));
t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1));
t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1));
t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1));
t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1));
t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0));
t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0));
t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1));
t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1));
t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0));
t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0));
t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0));
t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0));
t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1));
t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1));
t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z0));
t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z0));
t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z0));
t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z0));
t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z1));
t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z1));
t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z1));
t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z1));
t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z0));
t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z0));
t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z1));
t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z1));
t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z1));
t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z1));
t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z0));
t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z0));
t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z1));
t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z1));
t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z0));
t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z0));
t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z0));
t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z0));
t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z1));
t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z1));
t->end();
}
@@ -385,7 +385,7 @@ void EntityRenderer::postRender(shared_ptr<Entity> entity, double x, double y, d
if (bRenderPlayerShadow && entityRenderDispatcher->options->fancyGraphics && shadowRadius > 0 && !entity->isInvisible())
{
double dist = entityRenderDispatcher->distanceToSqr(entity->x, entity->y, entity->z);
float pow = (float) ((1 - dist / (16.0f * 16.0f)) * shadowStrength);
float pow = static_cast<float>((1 - dist / (16.0f * 16.0f)) * shadowStrength);
if (pow > 0)
{
renderShadow(entity, x, y, z, pow, a);
@@ -406,5 +406,5 @@ void EntityRenderer::registerTerrainTextures(IconRegister *iconRegister)
ResourceLocation *EntityRenderer::getTextureLocation(shared_ptr<Entity> mob)
{
return NULL;
return nullptr;
}