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fdc29871e5
These characteristics will not change during the game.
112 lines
3 KiB
C++
112 lines
3 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 2005-2007 Olivier Teulière
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* Authors: Olivier Teulière <ipkiss @@ gmail.com>
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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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#ifndef GAME_FACTORY_H_
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#define GAME_FACTORY_H_
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#include <string>
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#include <vector>
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#include "logging.h"
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using std::string;
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using std::wstring;
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using std::vector;
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using std::pair;
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class Dictionary;
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class GameParams;
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class Game;
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class Training;
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class FreeGame;
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class Duplicate;
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/**
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* This class is the entry point to create Game objects, either directly or
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* using command-line parameters. It also offers a method to destroy Game
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* objects.
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* This class implements the Singleton pattern.
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*/
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class GameFactory
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{
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DEFINE_LOGGER();
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public:
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static GameFactory *Instance();
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static void Destroy();
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/**
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* Functions to create and destroy a game
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* The dictionary does not belong to the
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* game (ie: it won't be destroyed by ~Game)
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*/
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Training *createTraining(const Dictionary &iDic, const GameParams &iParams);
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FreeGame *createFreeGame(const Dictionary &iDic, const GameParams &iParams);
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Duplicate *createDuplicate(const Dictionary &iDic, const GameParams &iParams);
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/**
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* load() returns the loaded game, or NULL if there was a problem
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* load() might need some more work to be robust enough to
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* handle "hand written" files
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*/
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Game *load(const string &iFileName, const Dictionary &iDic);
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Game *createFromCmdLine(int argc, char **argv);
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/// Destroy a Game object, created by any of the createXXX methods above
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void releaseGame(Game &iGame);
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private:
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GameFactory();
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~GameFactory();
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/// The unique instance of the class
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static GameFactory *m_factory;
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/// Initial dictionary (it could be changed later)
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Dictionary *m_dic;
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/** Parameters specified on the command-line */
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//@{
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/// Dictionary
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string m_dicStr;
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/// Game mode
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string m_modeStr;
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/// Variant of the game
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bool m_joker;
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typedef pair<bool, wstring> PlayerDesc;
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vector<PlayerDesc> m_players;
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//@}
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/// Print command-line usage
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void printUsage(const string &iBinaryName) const;
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/// Print version
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void printVersion() const;
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};
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#endif // _GAME_FACTORY_H_
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