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

@@ -22,8 +22,8 @@ TextureMap::TextureMap(int type, const wstring &name, const wstring &path, Buffe
this->missingTexture = missingTexture;
// 4J Initialisers
missingPosition = NULL;
stitchResult = NULL;
missingPosition = nullptr;
stitchResult = nullptr;
m_mipMap = mipmap;
}
@@ -37,7 +37,7 @@ void TextureMap::stitch()
//for (Tile tile : Tile.tiles)
for(unsigned int i = 0; i < Tile::TILE_NUM_COUNT; ++i)
{
if (Tile::tiles[i] != NULL)
if (Tile::tiles[i] != nullptr)
{
Tile::tiles[i]->registerIcons(this);
}
@@ -51,7 +51,7 @@ void TextureMap::stitch()
for(unsigned int i = 0; i < Item::ITEM_NUM_COUNT; ++i)
{
Item *item = Item::items[i];
if (item != NULL && item->getIconType() == iconType)
if (item != nullptr && item->getIconType() == iconType)
{
item->registerIcons(this);
}
@@ -89,7 +89,7 @@ void TextureMap::stitch()
// TODO: [EB] Put the frames into a proper object, not this inside out hack
vector<Texture *> *frames = TextureManager::getInstance()->createTextures(filename, m_mipMap);
if (frames == NULL || frames->empty())
if (frames == nullptr || frames->empty())
{
continue; // Couldn't load a texture, skip it
}
@@ -124,7 +124,7 @@ void TextureMap::stitch()
vector<Texture *> *frames = textures.find(textureHolder)->second;
StitchedTexture *stored = NULL;
StitchedTexture *stored = nullptr;
auto itTex = texturesToRegister.find(textureName);
if(itTex != texturesToRegister.end() ) stored = itTex->second;
@@ -188,7 +188,7 @@ void TextureMap::stitch()
StitchedTexture *TextureMap::getTexture(const wstring &name)
{
StitchedTexture *result = texturesByName.find(name)->second;
if (result == NULL) result = missingPosition;
if (result == nullptr) result = missingPosition;
return result;
}
@@ -212,7 +212,7 @@ Icon *TextureMap::registerIcon(const wstring &name)
{
if (name.empty())
{
app.DebugPrintf("Don't register NULL\n");
app.DebugPrintf("Don't register nullptr\n");
#ifndef _CONTENT_PACKAGE
__debugbreak();
#endif
@@ -220,11 +220,11 @@ Icon *TextureMap::registerIcon(const wstring &name)
}
// TODO: [EB]: Why do we allow multiple registrations?
StitchedTexture *result = NULL;
StitchedTexture *result = nullptr;
auto it = texturesToRegister.find(name);
if(it != texturesToRegister.end()) result = it->second;
if (result == NULL)
if (result == nullptr)
{
result = StitchedTexture::create(name);
texturesToRegister.insert( stringStitchedTextureMap::value_type(name, result) );