Files
iw5-gsc-utils/src/game/scripting/script_value.hpp
Federico Cecchetto a508a7e3a4 Also function
2021-11-08 01:42:55 +01:00

210 lines
3.7 KiB
C++

#pragma once
#include "game/game.hpp"
#include "variable_value.hpp"
#include "vector.hpp"
namespace scripting
{
class entity;
class array;
class function;
class value_wrap;
namespace
{
std::unordered_map<int, std::string> typenames =
{
{0, "undefined"},
{1, "object"},
{2, "string"},
{3, "localized string"},
{4, "vector"},
{5, "float"},
{6, "integer"},
{7, "codepos"},
{8, "precodepos"},
{9, "function"},
{10, "builtin function"},
{11, "builtin method"},
{12, "stack"},
{13, "animation"},
{14, "pre animation"},
{15, "thread"},
{16, "thread"},
{17, "thread"},
{18, "thread"},
{19, "struct"},
{20, "removed entity"},
{21, "entity"},
{22, "array"},
{23, "removed thread"},
{24, "count"},
{25, "<free>"},
{26, "thread list"},
{27, "endon list"},
};
std::string get_typename(const game::VariableValue& value)
{
if (value.type == game::SCRIPT_OBJECT)
{
const auto type = game::scr_VarGlob->objectVariableValue[value.u.uintValue].w.type;
return typenames[type];
}
else
{
return typenames[value.type];
}
}
template <typename T, typename A = array>
std::string get_c_typename()
{
auto& info = typeid(T);
if (info == typeid(std::string))
{
return "string";
}
if (info == typeid(const char*))
{
return "string";
}
if (info == typeid(entity))
{
return "entity";
}
if (info == typeid(array))
{
return "array";
}
if (info == typeid(function))
{
return "function";
}
if (info == typeid(vector))
{
return "vector";
}
return info.name();
}
}
class script_value
{
public:
script_value() = default;
script_value(const game::VariableValue& value);
script_value(const value_wrap& value);
script_value(void* value);
script_value(int value);
script_value(unsigned int value);
script_value(bool value);
script_value(float value);
script_value(double value);
script_value(const char* value);
script_value(const std::string& value);
script_value(const entity& value);
script_value(const vector& value);
script_value(const array& value);
script_value(const function& value);
template <typename T>
bool is() const;
template <typename T>
T as() const
{
if (!this->is<T>())
{
const auto type = get_typename(this->get_raw());
const auto c_type = get_c_typename<T>();
throw std::runtime_error(std::string("has type '" + type + "' but should be '" + c_type + "'"));
}
return get<T>();
}
template <typename T, typename I = int>
T* as_ptr()
{
const auto value = this->as<I>();
if (!value)
{
throw std::runtime_error("is null");
}
return reinterpret_cast<T*>(value);
}
const game::VariableValue& get_raw() const;
variable_value value_{};
private:
template <typename T>
T get() const;
};
class value_wrap
{
public:
value_wrap(const scripting::script_value& value, int argument_index);
template <typename T>
T as() const
{
try
{
return this->value_.as<T>();
}
catch (const std::exception& e)
{
throw std::runtime_error(utils::string::va("parameter %d %s", this->argument_index_, e.what()));
}
}
template <typename T, typename I = int>
T* as_ptr()
{
try
{
return this->value_.as_ptr<T>();
}
catch (const std::exception& e)
{
throw std::runtime_error(utils::string::va("parameter %d %s", this->argument_index_, e.what()));
}
}
template <typename T>
T is() const
{
return this->value_.is<T>();
}
const game::VariableValue& get_raw() const
{
return this->value_.get_raw();
}
int argument_index_{};
scripting::script_value value_;
};
}