eliot/game/game_factory.cpp
Olivier Teulière e7a8d01a8d Merged the "cppdic" branch back into HEAD.
There are too many change to list properly, here is an overview of the main changes:
 - the dictionary is now in C++
 - the dictionary has a new format, where it is possible to specify the letters,
   their points, their frequency, ... It is backwards compatible.
 - Eliot now supports non-ASCII characters everywhere
 - i18n of the compdic, listdic, regexpmain binaries
 - i18n of the wxWidgets interface (now in english by default)
2008-01-08 13:52:32 +00:00

250 lines
6.3 KiB
C++

/*****************************************************************************
* Eliot
* Copyright (C) 2005-2007 Olivier Teulière & Antoine Fraboulet
* Authors: Olivier Teulière <ipkiss @@ gmail.com>
* Antoine Fraboulet <antoine.fraboulet @@ free.fr>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*****************************************************************************/
#include "config.h"
#include <getopt.h>
#include <string>
#include <fstream>
#include <exception>
#include "game_factory.h"
#include "game.h"
#include "training.h"
#include "freegame.h"
#include "duplicate.h"
#include "dic.h"
GameFactory *GameFactory::m_factory = NULL;
GameFactory::GameFactory(): m_dic(NULL), m_human(0), m_ai(0), m_joker(false)
{
}
GameFactory::~GameFactory()
{
delete m_dic;
}
GameFactory *GameFactory::Instance()
{
if (m_factory == NULL)
m_factory = new GameFactory;
return m_factory;
}
void GameFactory::Destroy()
{
delete m_factory;
m_factory = NULL;
}
Training *GameFactory::createTraining(const Dictionary &iDic)
{
Training *game = new Training(iDic);
return game;
}
FreeGame *GameFactory::createFreeGame(const Dictionary &iDic)
{
FreeGame *game = new FreeGame(iDic);
return game;
}
Duplicate *GameFactory::createDuplicate(const Dictionary &iDic)
{
Duplicate *game = new Duplicate(iDic);
return game;
}
Game *GameFactory::createFromCmdLine(int argc, char **argv)
{
// 1) Parse command-line and store everything in member variables
static struct option long_options[] =
{
{"help", no_argument, NULL, 'h'},
{"version", no_argument, NULL, 'v'},
{"dictionary", required_argument, NULL, 'd'},
{"dict", required_argument, NULL, 'd'},
{"mode", required_argument, NULL, 'm'},
{"human", no_argument, NULL, 300},
{"ai", no_argument, NULL, 400},
{"joker", no_argument, NULL, 500},
{0, 0, 0, 0}
};
static char short_options[] = "hvd:m:";
int option_index = 1;
int res;
bool found_d = false;
bool found_m = false;
while ((res = getopt_long(argc, argv, short_options,
long_options, &option_index)) != -1)
{
switch (res)
{
case 'h':
// Help requested, display it and exit
printUsage(argv[0]);
return NULL;
case 'v':
// Version requested, display it and exit
printVersion();
return NULL;
case 'd':
m_dicStr = optarg;
found_d = true;
break;
case 'm':
m_modeStr = optarg;
found_m = true;
break;
case 300:
m_human++;
break;
case 400:
m_ai++;
break;
case 500:
m_joker = true;
break;
}
}
// 2) Make sure the mandatory options are present
if (!found_d || !found_m)
{
cerr << "Mandatory option missing: ";
if (!found_d)
cerr << "dict";
else if (!found_m)
cerr << "mode";
cerr << endl;
printUsage(argv[0]);
return NULL;
}
// 3) Try to load the dictionary
try
{
m_dic = new Dictionary(m_dicStr);
}
catch (std::exception &e)
{
cerr << e.what() << endl;
return NULL;
}
// 4) Try to create a game object
Game *game = NULL;
if (m_modeStr == "training" || m_modeStr == "t")
{
game = createTraining(*m_dic);
}
else if (m_modeStr == "freegame" || m_modeStr == "f")
{
game = createFreeGame(*m_dic);
}
else if (m_modeStr == "duplicate" || m_modeStr == "d")
{
game = createDuplicate(*m_dic);
}
else
{
cerr << "Invalid game mode '" << m_modeStr << "'" << endl;
return NULL;
}
// 5) Add the players
for (int i = 0; i < m_human; i++)
game->addHumanPlayer();
for (int i = 0; i < m_ai; i++)
game->addAIPlayer();
// 6) Set the variant
if (m_joker)
game->setVariant(Game::kJOKER);
return game;
}
Game* GameFactory::load(const string &iFileName, const Dictionary &iDic)
{
FILE* fin = fopen(iFileName.c_str(), "r");
if (fin == NULL)
{
printf("Cannot open %s\n", iFileName.c_str());
return NULL;
}
Game *game = Game::load(fin, iDic);
fclose(fin);
return game;
}
void GameFactory::releaseGame(Game &iGame)
{
delete &iGame;
}
void GameFactory::printUsage(const string &iBinaryName) const
{
cout << "Usage: " << iBinaryName << " [options]" << endl
<< "Options:" << endl
<< " -h, --help Print this help and exit" << endl
<< " -v, --version Print version information and exit" << endl
<< " -m, --mode {duplicate,d,freegame,f,training,t}" << endl
<< " Choose game mode (mandatory)" << endl
<< " -d, --dict <string> Choose a dictionary (mandatory)" << endl
<< " --human Add a human player" << endl
<< " --ai Add a AI (Artificial Intelligence) player" << endl
<< " --joker Play with the \"Joker game\" variant" << endl;
}
void GameFactory::printVersion() const
{
cout << PACKAGE_STRING << endl
<< "This program comes with NO WARRANTY, to the extent permitted by "
<< "law." << endl << "You may redistribute it under the terms of the "
<< "GNU General Public License;" << endl
<< "see the file named COPYING for details." << endl;
}
/// Local Variables:
/// mode: c++
/// mode: hs-minor
/// c-basic-offset: 4
/// indent-tabs-mode: nil
/// End: