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52b7363888
This allows more flexibility, in particular to choose the type of player or its name.
278 lines
7.1 KiB
C++
278 lines
7.1 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 2005-2007 Olivier Teulière & Antoine Fraboulet
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* Authors: Olivier Teulière <ipkiss @@ gmail.com>
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* Antoine Fraboulet <antoine.fraboulet @@ free.fr>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*****************************************************************************/
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#include "config.h"
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#include <getopt.h>
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#include <string>
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#include <fstream>
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#include <exception>
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#if ENABLE_NLS
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# include <libintl.h>
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# define _(String) gettext(String)
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#else
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# define _(String) String
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#endif
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#include "game_factory.h"
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#include "game.h"
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#include "training.h"
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#include "freegame.h"
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#include "duplicate.h"
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#include "player.h"
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#include "ai_percent.h"
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#include "dic.h"
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#include "encoding.h"
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GameFactory *GameFactory::m_factory = NULL;
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GameFactory::GameFactory(): m_dic(NULL), m_joker(false)
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{
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}
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GameFactory::~GameFactory()
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{
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delete m_dic;
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}
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GameFactory *GameFactory::Instance()
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{
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if (m_factory == NULL)
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m_factory = new GameFactory;
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return m_factory;
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}
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void GameFactory::Destroy()
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{
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delete m_factory;
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m_factory = NULL;
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}
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Training *GameFactory::createTraining(const Dictionary &iDic)
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{
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Training *game = new Training(iDic);
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return game;
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}
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FreeGame *GameFactory::createFreeGame(const Dictionary &iDic)
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{
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FreeGame *game = new FreeGame(iDic);
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return game;
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}
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Duplicate *GameFactory::createDuplicate(const Dictionary &iDic)
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{
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Duplicate *game = new Duplicate(iDic);
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return game;
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}
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Game *GameFactory::createFromCmdLine(int argc, char **argv)
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{
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// 1) Parse command-line and store everything in member variables
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static struct option long_options[] =
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{
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{"help", no_argument, NULL, 'h'},
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{"version", no_argument, NULL, 'v'},
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{"dictionary", required_argument, NULL, 'd'},
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{"dict", required_argument, NULL, 'd'},
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{"mode", required_argument, NULL, 'm'},
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{"human", required_argument, NULL, 'u'},
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{"ai", required_argument, NULL, 'a'},
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{"joker", no_argument, NULL, 500},
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{0, 0, 0, 0}
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};
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static char short_options[] = "hvd:m:u:a:";
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int option_index = 1;
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int res;
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bool found_d = false;
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bool found_m = false;
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while ((res = getopt_long(argc, argv, short_options,
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long_options, &option_index)) != -1)
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{
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switch (res)
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{
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case 'h':
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// Help requested, display it and exit
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printUsage(argv[0]);
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return NULL;
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case 'v':
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// Version requested, display it and exit
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printVersion();
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return NULL;
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case 'd':
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m_dicStr = optarg;
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found_d = true;
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break;
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case 'm':
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m_modeStr = optarg;
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found_m = true;
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break;
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case 'u':
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case 'a':
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// Handle both types of players together
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{
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wstring name;
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if (optarg == NULL)
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{
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// TODO: use Boost.Format
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char s[200];
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snprintf(s, 200, _("Player %u"), m_players.size() + 1);
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name = convertToWc(s);
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}
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else
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name = convertToWc(optarg);
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m_players.push_back(make_pair<bool, wstring>(res == 'u', name));
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}
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break;
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case 500:
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m_joker = true;
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break;
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}
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}
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// 2) Make sure the mandatory options are present
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if (!found_d || !found_m)
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{
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cerr << "Mandatory option missing: ";
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if (!found_d)
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cerr << "dict";
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else if (!found_m)
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cerr << "mode";
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cerr << endl;
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printUsage(argv[0]);
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return NULL;
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}
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// 3) Try to load the dictionary
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try
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{
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m_dic = new Dictionary(m_dicStr);
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}
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catch (std::exception &e)
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{
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cerr << e.what() << endl;
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return NULL;
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}
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// 4) Try to create a game object
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Game *game = NULL;
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if (m_modeStr == "training" || m_modeStr == "t")
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{
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game = createTraining(*m_dic);
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}
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else if (m_modeStr == "freegame" || m_modeStr == "f")
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{
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game = createFreeGame(*m_dic);
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}
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else if (m_modeStr == "duplicate" || m_modeStr == "d")
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{
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game = createDuplicate(*m_dic);
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}
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else
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{
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cerr << "Invalid game mode '" << m_modeStr << "'" << endl;
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return NULL;
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}
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// 5) Add the players
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for (unsigned int i = 0; i < m_players.size(); ++i)
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{
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// Human?
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Player *player;
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if (m_players[i].first)
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player = new HumanPlayer;
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else
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player = new AIPercent(1);
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player->setName(m_players[i].second);
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game->addPlayer(player);
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}
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// 6) Set the variant
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if (m_joker)
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game->setVariant(Game::kJOKER);
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return game;
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}
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Game* GameFactory::load(const string &iFileName, const Dictionary &iDic)
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{
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FILE* fin = fopen(iFileName.c_str(), "r");
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if (fin == NULL)
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{
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printf("Cannot open %s\n", iFileName.c_str());
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return NULL;
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}
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Game *game = Game::load(fin, iDic);
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fclose(fin);
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return game;
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}
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void GameFactory::releaseGame(Game &iGame)
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{
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delete &iGame;
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}
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void GameFactory::printUsage(const string &iBinaryName) const
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{
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cout << "Usage: " << iBinaryName << " [options]" << endl
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<< "Options:" << endl
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<< " -h, --help Print this help and exit" << endl
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<< " -v, --version Print version information and exit" << endl
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<< " -m, --mode {duplicate,d,freegame,f,training,t}" << endl
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<< " Choose game mode (mandatory)" << endl
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<< " -d, --dict <path> Choose a dictionary (mandatory)" << endl
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<< " -u --human <name> Add a human player" << endl
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<< " -a --ai <name> Add a AI (Artificial Intelligence) player" << endl
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<< " --joker Play with the \"Joker game\" variant" << endl;
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}
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void GameFactory::printVersion() const
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{
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cout << PACKAGE_STRING << endl
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<< "This program comes with NO WARRANTY, to the extent permitted by "
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<< "law." << endl << "You may redistribute it under the terms of the "
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<< "GNU General Public License;" << endl
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<< "see the file named COPYING for details." << endl;
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}
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/// Local Variables:
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/// mode: c++
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/// mode: hs-minor
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/// c-basic-offset: 4
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/// indent-tabs-mode: nil
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/// End:
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