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#include "game.h"
#include "functiondisplay.h"
#include "functionexists.h"
#include "functiondelete.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"
Game::Game()
{
hGlobalParam.insert("start", Variable::newSituationName("start") );
addFunction( new FunctionDisplay() );
addFunction( new FunctionExists() );
addFunction( new FunctionDelete() );
addFunction( new FunctionExit() );
addFunction( new FunctionRandom() );
addFunction( new FunctionInteger() );
addFunction( new FunctionFloat() );
addFunction( new FunctionDebugString() );
addFunction( new FunctionString() );
addFunction( new FunctionJoin() );
addFunction( new FunctionKeys() );
}
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 )
{
return hSituation.get( sName );
}
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 );
}
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