eliot/game/turn_cmd.h

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/*******************************************************************
* Eliot
* Copyright (C) 2008 Olivier Teulière
* Authors: Olivier Teulière <ipkiss @@ gmail.com>
*
* 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
*****************************************************************************/
#ifndef TURN_CMD_H_
#define TURN_CMD_H_
#include <vector>
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#include "logging.h"
using namespace std;
class Command;
/**
* This class encapsulates commands, and almost behaves as one itself.
* The main difference with a normal command (and thus with the composite pattern)
* is that a TurnCmd provides partial execution: some of the commands it contains
* (the first ones) can be executed, whereas others not.
* The ones which can be executed are the ones flagged "auto-executable", and are
* named AE commands (or AEC) in the following comments.
* The non AE commands are named NAEC.
*
* Without loss of generality, the commands in a TurnCmd can always be structured
* like this in a unique way:
* - a (possibly empty) sequence of AEC
* - a (possibly empty) sequence of AEC and NAEC, starting with a NAEC
*
* There are only 3 valid "states" for a TurnCmd:
* - not at all executed (none of the commands is executed)
* - partially executed (all the AEC until the first NAEC are executed)
* - fully executed (all the commands are executed)
* These states are not at all exclusive. For example, for a TurnCmd object without
* any command, the three states are equal.
*
* Here are a few "graphical" examples, where x represents an AEC, N represents,
* a NAEC, and ^ indicates the position of m_firstNotExecuted if the state is
* "partially executed":
* |xxxxNNxNxN| |xxxx| |Nxxx| ||
* ^ ^ ^ ^
*/
class TurnCmd
{
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DEFINE_LOGGER();
public:
TurnCmd();
virtual ~TurnCmd();
/**
* Add the given command and execute it.
* The TurnCmd object takes ownership of the given Command.
*/
void addAndExecute(Command *iCmd);
// Getters for the execution status.
/// Return true iff all the commands have been executed
bool isFullyExecuted() const;
/**
* Indicate whether all the auto-executable commands have been executed
* (whether or not there are AE commands, and whether or not there are
* non AE commands).
* When isFullyExecuted() returns true, this methods also returns true.
*/
bool isPartiallyExecuted() const;
/// Return true iff no command has been executed
bool isNotAtAllExecuted() const;
bool hasNonAutoExecCmd() const;
const vector<Command *> & getCommands() const { return m_commands; }
bool isHumanIndependent() const;
wstring toString() const;
/// Execute all the commands which were not yet executed
void execute();
/// Undo all the commands which were not yet undone
void undo();
/// Execute all the AE commands, until a non AE one is found, to reach the "isPartiallyExecuted" state
void partialExecute();
/// Undo all the non AE commands, to reach the "isPartiallyExecuted" state
void partialUndo();
/// Drop the non-executed commands. Use it with care...
void dropNonExecutedCommands();
/// Drop (and undo if needed) all the commands, starting with the given one. Use it with care...
void dropFrom(const Command &iCmd);
/**
* Replace the first command with the second one.
* The TurnCmd object takes ownership of the given Command.
* Use with care...
*/
void replaceCommand(const Command &iOldCmd,
Command *iNewCmd);
/**
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* Find the command matching the given predicate, or 0 if not found.
* The commands are iterated from the last one to the first one,
* and the first one to match the predicate is returned.
*/
template<typename CMD, typename PRED>
const CMD * findMatchingCmd(PRED predicate) const
{
// Iterate backwards, to be sure to have the latest one for the player
vector<Command*>::const_reverse_iterator it;
for (it = m_commands.rbegin(); it != m_commands.rend(); ++it)
{
const CMD *cmd = dynamic_cast<const CMD*>(*it);
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if (cmd != 0 && predicate(*cmd))
{
// Found it!
return cmd;
}
}
return 0;
}
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/**
* Find a command of the template type.
* The last (most recent) one is returned, or 0 if not found.
*/
template<typename CMD>
const CMD * findMatchingCmd() const
{
return findMatchingCmd<CMD, TruePred<CMD> >(TruePred<CMD>());
}
private:
vector<Command *> m_commands;
/**
* Pointer to the first not executed command.
* If it is equal to m_commands.size(), all the commands have been executed.
*/
unsigned int m_firstNotExecuted;
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/**
* Return the index of the given command,
* or m_commands.size() if not found
*/
unsigned findIndex(const Command &iCmd) const;
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template<typename T>
struct TruePred : public unary_function<T, bool>
{
bool operator()(const T &) const { return true; }
};
};
#endif