Use array class

This commit is contained in:
Federico Cecchetto
2021-06-18 22:42:12 +02:00
parent 7170f863f3
commit c8063eb0b0
10 changed files with 364 additions and 84 deletions
+236
View File
@@ -0,0 +1,236 @@
#include <stdinc.hpp>
#include "array.hpp"
#include "execution.hpp"
namespace scripting
{
array_value::array_value(unsigned int parent_id, unsigned int id)
: id_(id)
, parent_id_(parent_id)
{
if (!this->id_)
{
return;
}
const auto value = game::scr_VarGlob->childVariableValue[this->id_ + 0xC800 * (this->parent_id_ & 1)];
game::VariableValue variable;
variable.u = value.u.u;
variable.type = (game::scriptType_e)value.type;
this->value_ = variable;
}
void array_value::operator=(const script_value& _value)
{
if (!this->id_)
{
return;
}
const auto value = _value.get_raw();
const auto variable = &game::scr_VarGlob->childVariableValue[this->id_ + 0xC800 * (this->parent_id_ & 1)];
game::AddRefToValue(value.type, value.u);
game::RemoveRefToValue(variable->type, variable->u.u);
variable->type = value.type;
variable->u.u = value.u;
this->value_ = value;
}
array::array(unsigned int id)
: id_(id)
{
}
array::array()
{
this->id_ = make_array();
}
array::array(std::vector<script_value> values)
{
this->id_ = make_array();
for (const auto& value : values)
{
add_array_value(this->id_, value);
}
}
array::array(std::unordered_map<std::string, script_value> values)
{
this->id_ = make_array();
for (const auto& value : values)
{
add_array_key_value(this->id_, value.first, value.second);
}
}
std::vector<array_key> array::get_keys() const
{
std::vector<array_key> result;
const auto offset = 0xC800 * (this->id_ & 1);
auto current = game::scr_VarGlob->objectVariableChildren[this->id_].firstChild;
for (auto i = offset + current; current; i = offset + current)
{
const auto var = game::scr_VarGlob->childVariableValue[i];
if (var.type == game::SCRIPT_NONE)
{
current = var.nextSibling;
continue;
}
const auto string_value = (unsigned int)((unsigned __int8)var.name_lo + (var.k.keys.name_hi << 8));
const auto* str = game::SL_ConvertToString(string_value);
array_key key;
if (string_value < 0x40000 && str)
{
key.is_string = true;
key.key = str;
}
else
{
key.is_integer = true;
key.index = (string_value - 0x800000) & 0xFFFFFF;
}
result.push_back(key);
current = var.nextSibling;
}
return result;
}
int array::size() const
{
return game::Scr_GetSelf(this->id_);
}
void array::push(script_value value) const
{
add_array_value(this->id_, value);
}
script_value array::get(const std::string& key) const
{
const auto string_value = game::SL_GetString(key.data(), 0);
const auto variable_id = game::GetVariable(this->id_, string_value);
if (!variable_id)
{
return {};
}
const auto value = game::scr_VarGlob->childVariableValue[variable_id + 0xC800 * (this->id_ & 1)];
game::VariableValue variable;
variable.u = value.u.u;
variable.type = (game::scriptType_e)value.type;
return variable;
}
script_value array::get(const unsigned int index) const
{
const auto variable_id = game::GetVariable(this->id_, (index - 0x800000) & 0xFFFFFF);
if (!variable_id)
{
return {};
}
const auto value = game::scr_VarGlob->childVariableValue[variable_id + 0xC800 * (this->id_ & 1)];
game::VariableValue variable;
variable.u = value.u.u;
variable.type = (game::scriptType_e)value.type;
return variable;
}
unsigned int array::get_entity_id() const
{
return this->id_;
}
unsigned int array::get_value_id(const std::string& key) const
{
const auto string_value = game::SL_GetString(key.data(), 0);
const auto variable_id = game::GetVariable(this->id_, string_value);
if (!variable_id)
{
add_array_key_value(this->id_, key, {});
return this->get_value_id(key);
}
return variable_id;
}
unsigned int array::get_value_id(const unsigned int index) const
{
const auto variable_id = game::GetVariable(this->id_, (index - 0x800000) & 0xFFFFFF);
if (!variable_id)
{
return game::GetNewArrayVariable(this->id_, index);
}
return variable_id;
}
void array::set(const std::string& key, const script_value& _value) const
{
const auto value = _value.get_raw();
const auto string_value = game::SL_GetString(key.data(), 0);
const auto variable_id = game::GetVariable(this->id_, string_value);
if (variable_id)
{
const auto variable = &game::scr_VarGlob->childVariableValue[variable_id + 0xC800 * (this->id_ & 1)];
game::AddRefToValue(value.type, value.u);
game::RemoveRefToValue(variable->type, variable->u.u);
variable->type = value.type;
variable->u.u = value.u;
return;
}
add_array_key_value(this->id_, key, _value);
}
void array::set(const unsigned int index, const script_value& _value) const
{
const auto value = _value.get_raw();
const auto variable_id = game::GetVariable(this->id_, (index - 0x800000) & 0xFFFFFF);
if (variable_id)
{
const auto variable = &game::scr_VarGlob->childVariableValue[variable_id + 0xC800 * (this->id_ & 1)];
game::AddRefToValue(value.type, value.u);
game::RemoveRefToValue(variable->type, variable->u.u);
variable->type = value.type;
variable->u.u = value.u;
return;
}
add_array_value(this->id_, _value);
}
entity array::get_raw() const
{
return entity(this->id_);
}
}