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

@@ -58,8 +58,8 @@ RandomLevelSource::RandomLevelSource(Level *level, int64_t seed, bool generateSt
}
else
{
floatingIslandScale = NULL;
floatingIslandNoise = NULL;
floatingIslandScale = nullptr;
floatingIslandNoise = nullptr;
}
forestNoise = new PerlinNoise(random, 8);
@@ -93,7 +93,7 @@ RandomLevelSource::~RandomLevelSource()
delete forestNoise;
if( pows.data != NULL ) delete [] pows.data;
if( pows.data != nullptr ) delete [] pows.data;
}
@@ -187,7 +187,7 @@ float RandomLevelSource::getHeightFalloff(int xxx, int zzz, int* pEMin)
if( emin < falloffStart )
{
int falloff = falloffStart - emin;
comp = ((float)falloff / (float)falloffStart ) * falloffMax;
comp = (static_cast<float>(falloff) / static_cast<float>(falloffStart) ) * falloffMax;
}
*pEMin = emin;
return comp;
@@ -267,7 +267,7 @@ void RandomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks)
{
for (int yc = 0; yc < yChunks; yc++)
{
double yStep = 1 / (double) CHUNK_HEIGHT;
double yStep = 1 / static_cast<double>(CHUNK_HEIGHT);
double s0 = buffer[((xc + 0) * zSize + (zc + 0)) * ySize + (yc + 0)];
double s1 = buffer[((xc + 0) * zSize + (zc + 1)) * ySize + (yc + 0)];
double s2 = buffer[((xc + 1) * zSize + (zc + 0)) * ySize + (yc + 0)];
@@ -280,7 +280,7 @@ void RandomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks)
for (int y = 0; y < CHUNK_HEIGHT; y++)
{
double xStep = 1 / (double) CHUNK_WIDTH;
double xStep = 1 / static_cast<double>(CHUNK_WIDTH);
double _s0 = s0;
double _s1 = s1;
@@ -292,7 +292,7 @@ void RandomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks)
int offs = (x + xc * CHUNK_WIDTH) << Level::genDepthBitsPlusFour | (0 + zc * CHUNK_WIDTH) << Level::genDepthBits | (yc * CHUNK_HEIGHT + y);
int step = 1 << Level::genDepthBits;
offs -= step;
double zStep = 1 / (double) CHUNK_WIDTH;
double zStep = 1 / static_cast<double>(CHUNK_WIDTH);
double val = _s0;
double vala = (_s1 - _s0) * zStep;
@@ -315,11 +315,11 @@ void RandomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks)
// 4J - this comparison used to just be with 0.0f but is now varied by block above
if ((val += vala) > comp)
{
tileId = (byte) Tile::stone_Id;
tileId = static_cast<byte>(Tile::stone_Id);
}
else if (yc * CHUNK_HEIGHT + y < waterHeight)
{
tileId = (byte) Tile::calmWater_Id;
tileId = static_cast<byte>(Tile::calmWater_Id);
}
// 4J - more extra code to make sure that the column at the edge of the world is just water & rock, to match the infinite sea that
@@ -377,7 +377,7 @@ void RandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, Bi
{
Biome *b = biomes[z + x * 16];
float temp = b->getTemperature();
int runDepth = (int) (depthBuffer[x + z * 16] / 3 + 3 + random->nextDouble() * 0.25);
int runDepth = static_cast<int>(depthBuffer[x + z * 16] / 3 + 3 + random->nextDouble() * 0.25);
int run = -1;
@@ -385,7 +385,7 @@ void RandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, Bi
byte material = b->material;
LevelGenerationOptions *lgo = app.getLevelGenerationOptions();
if(lgo != NULL)
if(lgo != nullptr)
{
lgo->getBiomeOverride(b->id,material,top);
}
@@ -397,7 +397,7 @@ void RandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, Bi
if (y <= 1 + random->nextInt(2)) // 4J - changed to make the bedrock not have bits you can get stuck in
// if (y <= 0 + random->nextInt(5))
{
blocks[offs] = (byte) Tile::unbreakable_Id;
blocks[offs] = static_cast<byte>(Tile::unbreakable_Id);
}
else
{
@@ -414,13 +414,13 @@ void RandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, Bi
if (runDepth <= 0)
{
top = 0;
material = (byte) Tile::stone_Id;
material = static_cast<byte>(Tile::stone_Id);
}
else if (y >= waterHeight - 4 && y <= waterHeight + 1)
{
top = b->topMaterial;
material = b->material;
if(lgo != NULL)
if(lgo != nullptr)
{
lgo->getBiomeOverride(b->id,material,top);
}
@@ -428,8 +428,8 @@ void RandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, Bi
if (y < waterHeight && top == 0)
{
if (temp < 0.15f) top = (byte) Tile::ice_Id;
else top = (byte) Tile::calmWater_Id;
if (temp < 0.15f) top = static_cast<byte>(Tile::ice_Id);
else top = static_cast<byte>(Tile::calmWater_Id);
}
run = runDepth;
@@ -445,7 +445,7 @@ void RandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, Bi
if (run == 0 && material == Tile::sand_Id)
{
run = random->nextInt(4);
material = (byte) Tile::sandStone_Id;
material = static_cast<byte>(Tile::sandStone_Id);
}
}
}
@@ -469,7 +469,7 @@ LevelChunk *RandomLevelSource::getChunk(int xOffs, int zOffs)
// 4J - now allocating this with a physical alloc & bypassing general memory management so that it will get cleanly freed
int blocksSize = Level::genDepth * 16 * 16;
byte *tileData = (byte *)XPhysicalAlloc(blocksSize, MAXULONG_PTR, 4096, PAGE_READWRITE);
byte *tileData = static_cast<byte *>(XPhysicalAlloc(blocksSize, MAXULONG_PTR, 4096, PAGE_READWRITE));
XMemSet128(tileData,0,blocksSize);
byteArray blocks = byteArray(tileData,blocksSize);
// byteArray blocks = byteArray(16 * level->depth * 16);
@@ -525,11 +525,11 @@ void RandomLevelSource::lightChunk(LevelChunk *lc)
doubleArray RandomLevelSource::getHeights(doubleArray buffer, int x, int y, int z, int xSize, int ySize, int zSize, BiomeArray& biomes)
{
if (buffer.data == NULL)
if (buffer.data == nullptr)
{
buffer = doubleArray(xSize * ySize * zSize);
}
if (pows.data == NULL)
if (pows.data == nullptr)
{
pows = floatArray(5 * 5);
for (int xb = -2; xb <= 2; xb++)
@@ -882,9 +882,9 @@ wstring RandomLevelSource::gatherStats()
vector<Biome::MobSpawnerData *> *RandomLevelSource::getMobsAt(MobCategory *mobCategory, int x, int y, int z)
{
Biome *biome = level->getBiome(x, z);
if (biome == NULL)
if (biome == nullptr)
{
return NULL;
return nullptr;
}
if (mobCategory == MobCategory::monster && scatteredFeature->isSwamphut(x, y, z))
{
@@ -895,20 +895,20 @@ vector<Biome::MobSpawnerData *> *RandomLevelSource::getMobsAt(MobCategory *mobCa
TilePos *RandomLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z)
{
if (LargeFeature::STRONGHOLD == featureName && strongholdFeature != NULL)
if (LargeFeature::STRONGHOLD == featureName && strongholdFeature != nullptr)
{
return strongholdFeature->getNearestGeneratedFeature(level, x, y, z);
}
return NULL;
return nullptr;
}
void RandomLevelSource::recreateLogicStructuresForChunk(int chunkX, int chunkZ)
{
if (generateStructures)
{
mineShaftFeature->apply(this, level, chunkX, chunkZ, NULL);
villageFeature->apply(this, level, chunkX, chunkZ, NULL);
strongholdFeature->apply(this, level, chunkX, chunkZ, NULL);
scatteredFeature->apply(this, level, chunkX, chunkZ, NULL);
mineShaftFeature->apply(this, level, chunkX, chunkZ, byteArray());
villageFeature->apply(this, level, chunkX, chunkZ, byteArray());
strongholdFeature->apply(this, level, chunkX, chunkZ, byteArray());
scatteredFeature->apply(this, level, chunkX, chunkZ, byteArray());
}
}