/************************************************************************ $Id: bffactory.cpp,v 1.2 2005/01/06 17:59:26 jonico Exp $ RTB - Team Framework: Framework for RealTime Battle robots to communicate efficiently in a team Copyright (C) 2004 The RTB- Team Framework Group: http://rtb-team.sourceforge.net 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA $Log: bffactory.cpp,v $ Revision 1.2 2005/01/06 17:59:26 jonico Now all files in the repository have their new header format. **************************************************************************/ #include #include "bffactory.h" #include "bfservernorotatestate.h" #include "bfserverrotatestate.h" #include "bfinternalserverspecificrepository.h" #include "bfsharedserverspecificrepository.h" #include "bfclientspecificrepository.h" #include "bfclientshoothalfstate.h" #include "bfclientshoottwicestate.h" namespace Brotfrucht { using RTBGlobal::pvector; BFFactory::BFFactory() { // we have a new registration method now // see my mail: RTBGlobal::MasterResourceControl::Instance()->registrateStrategyFactory("Brotfrucht",this); } auto_ptr BFFactory::createServerStateData (ServerCoordinator* serverCoordinator, const GameOptionsRepository* gameOptionsRepository) const throw(StrategyException,bad_exception) { auto_ptr > states(new pvector()); // trick because of buggy auto_pointer template conversion method BFInternalServerSpecificRepository* bfssppointer; auto_ptr bfssp(bfssppointer=new BFInternalServerSpecificRepository()); BFSharedServerSpecificRepository* bfsharedssp(BFSharedServerSpecificRepository::Instance()); states->push_back(new BFServerNoRotateState(serverCoordinator,bfssppointer,bfsharedssp)); states->push_back(new BFServerRotateState(serverCoordinator,bfssppointer,bfsharedssp)); return auto_ptr (new ServerStateData(states,bfssp,bfsharedssp)); } auto_ptr BFFactory::createClientStateData (ClientCoordinator* clientCoordinator, const GameOptionsRepository* gameOptionsRepository) const throw(StrategyException,bad_exception) { auto_ptr > states(new pvector()); // trick because of buggy auto_pointer template conversion method BFClientSpecificRepository* bfcsppointer; auto_ptr bfcsp(bfcsppointer=new BFClientSpecificRepository()); states->push_back(new BFClientShootHalfState(clientCoordinator,bfcsppointer,gameOptionsRepository)); states->push_back(new BFClientShootTwiceState(clientCoordinator,bfcsppointer,gameOptionsRepository)); return auto_ptr (new ClientStateData(states,bfcsp)); } string BFFactory::getFinishingString() const throw(bad_exception) { // not too long word (saves time by parsing) return "BFE"; } } // namespace // we have a new registration method now // see my mail: namespace{ Brotfrucht::BFFactory __global_factory__I_will_never_ever_need_this_name_again_so_I_do_this_for_fun; }