Added functions for utf8 <> wstring conversion.

Added message when AI breaks deadlock because cannot complete action.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9262 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2022-01-16 17:09:09 +00:00
parent 43c46b9284
commit b06b9132a7
3 changed files with 37 additions and 5 deletions
+3 -5
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@@ -52,6 +52,7 @@
#include "Queen Command.h"
#include "points.h"
#include "Soldier Functions.h" // added by SANDRO
#include "Text.h" // sevenfm
#endif
#include "connect.h"
@@ -81,9 +82,6 @@ extern BOOLEAN gfWaitingForTriggerTimer;
UINT8 gubAICounter;
extern STR16 gStrAction[];
extern STR szAction[];
//
// Commented out/ to fix:
// lots of other stuff, I think
@@ -703,7 +701,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
// ATE: Display message that deadlock occured...
LiveMessage( "Breaking Deadlock" );
//ScreenMsg(FONT_MCOLOR_LTRED, MSG_INTERFACE, L"Aborting AI deadlock for [%d] %s data %d", pSoldier->ubID, gStrAction[pSoldier->aiData.bAction], pSoldier->aiData.usActionData);
ScreenMsg(FONT_MCOLOR_LTRED, MSG_INTERFACE, L"Aborting AI deadlock for [%d] %s %s data %d", pSoldier->ubID, pSoldier->GetName(), utf8_to_wstring(std::string(szAction[pSoldier->aiData.bAction])), pSoldier->aiData.usActionData);
DebugAI(String("Aborting AI deadlock for [%d] %s data %d", pSoldier->ubID, szAction[pSoldier->aiData.bAction], pSoldier->aiData.usActionData));
#ifdef JA2TESTVERSION
@@ -1906,7 +1904,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
{
INT32 iRetCode;
//NumMessage("ExecuteAction - Guy#",pSoldier->ubID);
//ScreenMsg(FONT_MCOLOR_LTRED, MSG_INTERFACE, L"Execute action: [%d] %s %s data %d", pSoldier->ubID, pSoldier->GetName(), utf8_to_wstring(std::string(szAction[pSoldier->aiData.bAction])), pSoldier->aiData.usActionData);
// in most cases, merc will change location, or may cause damage to opponents,
// so a new cover check will be necessary. Exceptions handled individually.
+27
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@@ -4,6 +4,9 @@
#include "text.h"
#include "Fileman.h"
#include "GameSettings.h"
// sevenfm
#include <codecvt>
#include <string>
#endif
BOOLEAN LoadItemInfo(UINT16 ubIndex, STR16 pNameString, STR16 pInfoString )
@@ -1300,3 +1303,27 @@ void ParseCommandLine (
++*numargs;
}
inline std::string narrow(std::wstring const& text)
{
std::locale const loc("");
wchar_t const* from = text.c_str();
std::size_t const len = text.size();
std::vector<char> buffer(len + 1);
std::use_facet<std::ctype<wchar_t> >(loc).narrow(from, from + len, '_', &buffer[0]);
return std::string(&buffer[0], &buffer[len]);
}
// convert UTF-8 string to wstring
std::wstring utf8_to_wstring(const std::string& str)
{
std::wstring_convert<std::codecvt_utf8<wchar_t>> myconv;
return myconv.from_bytes(str);
}
// convert wstring to UTF-8 string
std::string wstring_to_utf8(const std::wstring& str)
{
std::wstring_convert<std::codecvt_utf8<wchar_t>> myconv;
return myconv.to_bytes(str);
}
+7
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@@ -1799,6 +1799,13 @@ BOOLEAN LoadItemProsAndCons( UINT16 usIndex, STR16 pProsString, STR16 pConsStrin
BOOLEAN LoadBRDesc(UINT16 ubIndex, STR16 pDescString );
BOOLEAN LoadBRName(UINT16 ubIndex, STR16 pNameString );
// sevenfm
inline std::string narrow(std::wstring const& text);
// convert UTF-8 string to wstring
std::wstring utf8_to_wstring(const std::string& str);
// convert wstring to UTF-8 string
std::string wstring_to_utf8(const std::wstring& str);
enum
{
//Coordinating simultaneous arrival dialog strings