refactor: unglob std::shared_ptr

This commit is contained in:
Tropical
2026-03-06 11:20:45 -06:00
parent 0dd1654dec
commit 67ceccf2d4
1065 changed files with 5754 additions and 5749 deletions

View File

@@ -46,10 +46,10 @@ unsigned int PlayerRenderer::getNametagColour(int index)
return 0xFF000000;
}
int PlayerRenderer::prepareArmor(shared_ptr<Mob> _player, int layer, float a)
int PlayerRenderer::prepareArmor(std::shared_ptr<Mob> _player, int layer, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
std::shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
// 4J-PB - need to disable rendering armour for some special skins (Daleks)
unsigned int uiAnimOverrideBitmask=player->getAnimOverrideBitmask();
@@ -58,7 +58,7 @@ int PlayerRenderer::prepareArmor(shared_ptr<Mob> _player, int layer, float a)
return -1;
}
shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer);
std::shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer);
if (itemInstance != NULL)
{
Item *item = itemInstance->getItem();
@@ -108,11 +108,11 @@ int PlayerRenderer::prepareArmor(shared_ptr<Mob> _player, int layer, float a)
}
void PlayerRenderer::prepareSecondPassArmor(shared_ptr<Mob> _player, int layer, float a)
void PlayerRenderer::prepareSecondPassArmor(std::shared_ptr<Mob> _player, int layer, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer);
std::shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
std::shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer);
if (itemInstance != NULL)
{
Item *item = itemInstance->getItem();
@@ -127,14 +127,14 @@ void PlayerRenderer::prepareSecondPassArmor(shared_ptr<Mob> _player, int layer,
}
}
void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
void PlayerRenderer::render(std::shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
std::shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
if(mob->hasInvisiblePrivilege()) return;
shared_ptr<ItemInstance> item = mob->inventory->getSelected();
std::shared_ptr<ItemInstance> item = mob->inventory->getSelected();
armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = item != NULL ? 1 : 0;
if (item != NULL)
{
@@ -228,10 +228,10 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
}
void PlayerRenderer::renderName(shared_ptr<Mob> _mob, double x, double y, double z)
void PlayerRenderer::renderName(std::shared_ptr<Mob> _mob, double x, double y, double z)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
std::shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
if (Minecraft::renderNames() && mob != entityRenderDispatcher->cameraEntity
&& !mob->isInvisibleTo(Minecraft::GetInstance()->player) ) // 4J-JEV: Todo, move to LivingEntityRenderer.
@@ -316,14 +316,14 @@ void PlayerRenderer::renderName(shared_ptr<Mob> _mob, double x, double y, double
}
void PlayerRenderer::additionalRendering(shared_ptr<Mob> _mob, float a)
void PlayerRenderer::additionalRendering(std::shared_ptr<Mob> _mob, float a)
{
MobRenderer::additionalRendering(_mob,a);
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
std::shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
shared_ptr<ItemInstance> headGear = mob->inventory->getArmor(3);
std::shared_ptr<ItemInstance> headGear = mob->inventory->getArmor(3);
if (headGear != NULL)
{
// don't render the pumpkin for the skins
@@ -428,7 +428,7 @@ void PlayerRenderer::additionalRendering(shared_ptr<Mob> _mob, float a)
}
shared_ptr<ItemInstance> item = mob->inventory->getSelected();
std::shared_ptr<ItemInstance> item = mob->inventory->getSelected();
if (item != NULL)
{
@@ -438,7 +438,7 @@ void PlayerRenderer::additionalRendering(shared_ptr<Mob> _mob, float a)
if (mob->fishing != NULL)
{
item = shared_ptr<ItemInstance>( new ItemInstance(Item::stick) );
item = std::shared_ptr<ItemInstance>( new ItemInstance(Item::stick) );
}
UseAnim anim = UseAnim_none;//null;
@@ -521,7 +521,7 @@ void PlayerRenderer::additionalRendering(shared_ptr<Mob> _mob, float a)
}
void PlayerRenderer::scale(shared_ptr<Mob> player, float a)
void PlayerRenderer::scale(std::shared_ptr<Mob> player, float a)
{
float s = 15 / 16.0f;
glScalef(s, s, s);
@@ -540,10 +540,10 @@ void PlayerRenderer::renderHand()
}
}
void PlayerRenderer::setupPosition(shared_ptr<Mob> _mob, double x, double y, double z)
void PlayerRenderer::setupPosition(std::shared_ptr<Mob> _mob, double x, double y, double z)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
std::shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
if (mob->isAlive() && mob->isSleeping())
{
@@ -556,10 +556,10 @@ void PlayerRenderer::setupPosition(shared_ptr<Mob> _mob, double x, double y, dou
}
}
void PlayerRenderer::setupRotations(shared_ptr<Mob> _mob, float bob, float bodyRot, float a)
void PlayerRenderer::setupRotations(std::shared_ptr<Mob> _mob, float bob, float bodyRot, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
std::shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
if (mob->isAlive() && mob->isSleeping())
{
@@ -574,11 +574,11 @@ void PlayerRenderer::setupRotations(shared_ptr<Mob> _mob, float bob, float bodyR
}
// 4J Added override to stop rendering shadow if player is invisible
void PlayerRenderer::renderShadow(shared_ptr<Entity> e, double x, double y, double z, float pow, float a)
void PlayerRenderer::renderShadow(std::shared_ptr<Entity> e, double x, double y, double z, float pow, float a)
{
if(app.GetGameHostOption(eGameHostOption_HostCanBeInvisible) > 0)
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(e);
std::shared_ptr<Player> player = dynamic_pointer_cast<Player>(e);
if(player != NULL && player->hasInvisiblePrivilege()) return;
}
EntityRenderer::renderShadow(e,x,y,z,pow,a);