text: //
  // Copyright (c) 2017, Phillip Riscombe-Burton
  // All rights reserved.
  //
  // Redistribution and use in source and binary forms, with or without modification,
  // are permitted provided that the following conditions are met:
  //
  // 1. Redistributions of source code must retain the above copyright notice,
  //    this list of conditions and the following disclaimer.
  //
  // 2. Redistributions in binary form must reproduce the above copyright notice,
  //    this list of conditions and the following disclaimer in the documentation
  //    and/or other materials provided with the distribution.
  //
  // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS
  // OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
  // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
  // COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
  // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
  // SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
  // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
  // TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
  // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  //
  #ifndef CAsteroidsGame_h
  #define CAsteroidsGame_h
  
  #include "CAsteroidsBaseGame.h"
  
  class CAsteroidsGame : public CAsteroidsBaseGame
  {
      public:
  
          //
          // Constructors for this game.
          //
  
          static IGame* createInstanceSet4();
          static IGame* createInstanceClockMasterSet4();
          static IGame* createInstanceSet2();
          static IGame* createInstanceClockMasterSet2();
          static IGame* createInstanceSet1();
          static IGame* createInstanceClockMasterSet1();
  
          //
          // IGame Interface - wholly implemented in the Base game.
          //
      
      static ROM_REGION getAstRomset4();
      static ROM_REGION getAstRomset2();
      static ROM_REGION getAstRomset1();
  
      private:
  
          //
          // Different ROM sets supplied.
          //
          CAsteroidsGame(
              const bool       clockMaster,
              const ROM_REGION *romRegion
          );
  
  };
  
  #endif
  
  
  