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PieceFactory.cpp
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//
// PieceFactory.cpp for ChessIA in /home/wilmot_p/PROG/C++/ChessIA
//
// Made by WILMOT Pierre
// Login <wilmot@epitech.net>
//
// Started on Tue Nov 27 00:18:08 2012 WILMOT Pierre
// Last update Tue Nov 27 10:47:31 2012 WILMOT Pierre
//
#include "PieceFactory.hpp"
PieceFactory *PieceFactory::m_alreadyCreated = NULL;
PieceFactory::~PieceFactory()
{
m_alreadyCreated = NULL;
}
PieceFactory *PieceFactory::getInstance()
{
if (m_alreadyCreated)
return (m_alreadyCreated);
else
{
m_alreadyCreated = new PieceFactory();
return (m_alreadyCreated);
}
}
PieceFactory::PieceFactory()
{
array[GameData::Pawn] = &PieceFactory::createPawn;
array[GameData::Bishop] = &PieceFactory::createBishop;
array[GameData::Knight] = &PieceFactory::createKnight;
array[GameData::Rook] = &PieceFactory::createRook;
array[GameData::King] = &PieceFactory::createKing;
array[GameData::Queen] = &PieceFactory::createQueen;
m_alreadyCreated = this;
}
PieceInfo *PieceFactory::create(int x, int y, GameData::team t, GameData::piece p)
{
return (((*this).*array[p])(x, y, t));
}
PieceInfo *PieceFactory::createPawn(int x, int y, GameData::team t)
{
return (new Pawn(x, y, t));
}
PieceInfo *PieceFactory::createBishop(int x, int y, GameData::team t)
{
return (new Bishop(x, y, t));
}
PieceInfo *PieceFactory::createKnight(int x, int y, GameData::team t)
{
return (new Knight(x, y, t));
}
PieceInfo *PieceFactory::createRook(int x, int y, GameData::team t)
{
return (new Rook(x, y, t));
}
PieceInfo *PieceFactory::createKing(int x, int y, GameData::team t)
{
return (new King(x, y, t));
}
PieceInfo *PieceFactory::createQueen(int x, int y, GameData::team t)
{
return (new Queen(x, y, t));
}