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#include "game.h"

#include "functiondisplay.h"
#include "functionexit.h"
#include "functionrandom.h"
#include "functioninteger.h"
#include "functionfloat.h"
#include "functiondebugstring.h"
#include "functionstring.h"
#include "functionjoin.h"
#include "functionkeys.h"
#include "functioncount.h"

#include <bu/sio.h>

Game::Game()
{
	hGlobalParam.insert("start", Variable::newSituationName("start") );
	addFunction( new FunctionDisplay() );
	addFunction( new FunctionExit() );
	addFunction( new FunctionRandom() );
	addFunction( new FunctionInteger() );
	addFunction( new FunctionFloat() );
	addFunction( new FunctionDebugString() );
	addFunction( new FunctionString() );
	addFunction( new FunctionJoin() );
	addFunction( new FunctionKeys() );
	addFunction( new FunctionCount() );
}

Game::~Game()
{
	for( FunctionHash::iterator i = hFunction.begin(); i; i++ )
	{
		delete (*i);
	}
	for( SituationHash::iterator i = hSituation.begin(); i; i++ )
	{
		delete (*i);
	}
}

Function *Game::getFunction( const Bu::String &sName )
{
	return hFunction.get( sName );
}

Variable Game::getParam( const Bu::String &sName ) const
{
	return hGlobalParam.get( sName );
}

Situation *Game::getSituation( const Bu::String &sName )
{
	try
	{
		return hSituation.get( sName );
	}
	catch( Bu::HashException &e )
	{
		throw Bu::ExceptionBase(("No such situation <<" + sName + ">>").getStr());
	}
}

bool Game::execCommand( class GameState &gState, const Bu::StringList &lCmd )
{
	return csGlobal.dispatch( gState, lCmd );
}

void Game::addFunction( Function *pFunc )
{
	hFunction.insert( pFunc->getName(), pFunc );
}