refactor: switch to wide string

This commit is contained in:
k0t9i
2023-01-25 19:53:02 +04:00
parent f7198a13ef
commit eb7bfc779b
46 changed files with 284 additions and 293 deletions

View File

@@ -35,10 +35,10 @@ namespace Interlude
const auto data = m_L2GameData.GetItemData(itemInfo.itemId);
const auto nameEntry = data ? m_FName.GetEntry(data->nameIndex) : nullptr;
const auto name = nameEntry ? ConvertFromWideChar(nameEntry->value) : "";
const auto name = nameEntry ? std::wstring(nameEntry->value) : L"";
const auto iconEntry = data ? m_FName.GetEntry(data->iconNameIndex) : nullptr;
const auto icon = iconEntry ? ConvertFromWideChar(iconEntry->value) : "";
const auto description = data && data->description ? ConvertFromWideChar(data->description) : "";
const auto icon = iconEntry ? std::wstring(iconEntry->value) : L"";
const auto description = data && data->description ? std::wstring(data->description) : L"";
if (data)
{
@@ -92,9 +92,9 @@ namespace Interlude
std::unique_ptr<Entities::BaseItem> CreateEtc(
const ItemData& itemInfo,
const FL2ItemDataBase* itemData,
const std::string& name,
const std::string& icon,
const std::string& description
const std::wstring& name,
const std::wstring& icon,
const std::wstring& description
) const
{
return std::make_unique<Entities::EtcItem>(
@@ -113,16 +113,16 @@ namespace Interlude
std::unique_ptr<Entities::BaseItem> CreateArmor(
const ItemData& itemInfo,
const FL2ItemDataBase* itemData,
const std::string& name,
const std::string& icon,
const std::string& description
const std::wstring& name,
const std::wstring& icon,
const std::wstring& description
) const
{
const auto casted = static_cast<const FL2ArmorItemData*>(itemData);
const auto setEffect = casted && casted->setEffect ? ConvertFromWideChar(casted->setEffect) : "";
const auto addSetEffect = casted && casted->setEffect ? ConvertFromWideChar(casted->setEffect) : "";
const auto enchantEffect = casted && casted->enchantEffect ? ConvertFromWideChar(casted->enchantEffect) : "";
const auto setEffect = casted && casted->setEffect ? std::wstring(casted->setEffect) : L"";
const auto addSetEffect = casted && casted->setEffect ? std::wstring(casted->setEffect) : L"";
const auto enchantEffect = casted && casted->enchantEffect ? std::wstring(casted->enchantEffect) : L"";
return std::make_unique<Entities::ArmorItem>(
itemInfo.objectId,
@@ -147,9 +147,9 @@ namespace Interlude
std::unique_ptr<Entities::BaseItem> CreateWeaponOrShield(
const ItemData& itemInfo,
const FL2ItemDataBase* itemData,
const std::string& name,
const std::string& icon,
const std::string& description
const std::wstring& name,
const std::wstring& icon,
const std::wstring& description
) const
{
const auto casted = static_cast<const FL2WeaponItemData*>(itemData);