feat: use unique ptr

This commit is contained in:
k0t9i
2023-01-23 13:32:10 +04:00
parent 7637260d19
commit c01d1c3549
10 changed files with 60 additions and 40 deletions

View File

@ -1,5 +1,6 @@
#pragma once
#include <memory>
#include "../GameStructs/L2GameDataWrapper.h"
#include "../GameStructs/FName.h"
#include "../GameStructs/GameStructs.h"
@ -20,13 +21,13 @@ namespace Interlude
DropFactory() = delete;
virtual ~DropFactory() = default;
Entities::EntityInterface* Create(const Item* item) const
std::unique_ptr<Entities::EntityInterface> Create(const Item* item) const
{
const auto itemData = m_L2GameData.GetItemData(item->itemId);
const auto nameEntry = itemData ? m_FName.GetEntry(itemData->nameIndex) : nullptr;
const auto iconEntry = itemData ? m_FName.GetEntry(itemData->iconNameIndex) : nullptr;
return new Entities::Drop{
return std::make_unique<Entities::Drop>(
item->objectId,
ValueObjects::Transform(
ValueObjects::Vector3(item->pawn->Location.x, item->pawn->Location.y, item->pawn->Location.z),
@ -42,7 +43,7 @@ namespace Interlude
item->amount,
nameEntry ? ConvertFromWideChar(nameEntry->value) : "",
iconEntry ? ConvertFromWideChar(iconEntry->value) : ""
};
);
}
private:

View File

@ -1,5 +1,6 @@
#pragma once
#include <memory>
#include "../GameStructs/GameStructs.h"
#include "../../../Common/Common.h"
#include "Domain/Entities/Hero.h"
@ -12,11 +13,11 @@ namespace Interlude
HeroFactory() = default;
virtual ~HeroFactory() = default;
Entities::EntityInterface* Create(const User* item) const
std::unique_ptr<Entities::EntityInterface> Create(const User* item) const
{
const auto playerController = item->pawn ? item->pawn->lineagePlayerController : nullptr;
return new Entities::Hero{
return std::make_unique<Entities::Hero>(
item->objectId,
ValueObjects::Transform(
ValueObjects::Vector3(item->pawn->Location.x, item->pawn->Location.y, item->pawn->Location.z),
@ -81,7 +82,7 @@ namespace Interlude
),
playerController ? playerController->targetObjectId : 0,
playerController ? playerController->isStanding == 1 : true
};
);
}
};
}

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@ -1,5 +1,6 @@
#pragma once
#include <memory>
#include "../../../Common/Common.h"
#include "Domain/Entities/NPC.h"
@ -11,9 +12,9 @@ namespace Interlude
NPCFactory() = default;
virtual ~NPCFactory() = default;
Entities::EntityInterface* Create(const User* item, const Enums::SpoilStateEnum spoiledState) const
std::unique_ptr<Entities::EntityInterface> Create(const User* item, const Enums::SpoilStateEnum spoiledState) const
{
return new Entities::NPC{
return std::make_unique<Entities::NPC>(
item->objectId,
ValueObjects::Transform(
ValueObjects::Vector3(item->pawn->Location.x, item->pawn->Location.y, item->pawn->Location.z),
@ -37,7 +38,7 @@ namespace Interlude
item->maxMp, item->mp,
item->maxCp, item->cp
)
};
);
}
};
}

View File

@ -1,5 +1,6 @@
#pragma once
#include <memory>
#include "../../../Common/Common.h"
#include "Domain/Entities/Player.h"
@ -11,9 +12,9 @@ namespace Interlude
PlayerFactory() = default;
virtual ~PlayerFactory() = default;
Entities::EntityInterface* Create(const User* item) const
std::unique_ptr<Entities::EntityInterface> Create(const User* item) const
{
return new Entities::Player{
return std::make_unique<Entities::Player>(
item->objectId,
ValueObjects::Transform(
ValueObjects::Vector3(item->pawn->Location.x, item->pawn->Location.y, item->pawn->Location.z),
@ -34,8 +35,8 @@ namespace Interlude
item->gender == L2::Gender::MALE,
(Enums::ClassEnum)item->classId,
(Enums::ClassEnum)item->activeClassId
),
};
)
);
}
};
}

View File

@ -1,5 +1,6 @@
#pragma once
#include <memory>
#include <map>
#include <chrono>
#include "../GameStructs/L2GameDataWrapper.h"
@ -23,7 +24,7 @@ namespace Interlude
SkillFactory() = delete;
virtual ~SkillFactory() = default;
Entities::Skill* Create(const uint32_t skillId, const uint32_t level, const uint32_t isActive) const
std::unique_ptr<Entities::EntityInterface> Create(const uint32_t skillId, const uint32_t level, const uint32_t isActive) const
{
const auto data = m_L2GameData.GetMSData(skillId, level);
@ -33,8 +34,7 @@ namespace Interlude
const auto description = data ? data->description : L"";
const auto iconEntry = data ? m_FName.GetEntry(data->iconNameIndex) : nullptr;
return new Entities::Skill
{
return std::make_unique<Entities::Skill>(
skillId,
static_cast<uint8_t>(level),
isActive != 1,
@ -46,7 +46,7 @@ namespace Interlude
false,
false,
false
};
);
}
private: