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The abstract Command class (from which all the others inherit) is still game/, to hide the cmd/ subdir from most clients.
68 lines
1.9 KiB
C++
68 lines
1.9 KiB
C++
/*******************************************************************
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* Eliot
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* Copyright (C) 2008-2012 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 PLAYER_MOVE_CMD_H_
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#define PLAYER_MOVE_CMD_H_
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#include "command.h"
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#include "move.h"
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#include "pldrack.h"
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#include "logging.h"
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class Player;
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class Rack;
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/**
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* This class implements the Command design pattern.
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* It encapsulates the logic to update the player state when a player
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* plays a move:
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* - score update
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* - rack update
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* - player history update
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*
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* The Move validation must have been done before calling execute().
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*/
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class PlayerMoveCmd: public Command
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{
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DEFINE_LOGGER();
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public:
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PlayerMoveCmd(Player &ioPlayer, const Move &iMove,
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bool iAutoExec = false);
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virtual wstring toString() const;
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// Getters
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const Player & getPlayer() const { return m_player; }
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const Move & getMove() const { return m_move; }
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protected:
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virtual void doExecute();
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virtual void doUndo();
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private:
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Player &m_player;
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Move m_move;
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PlayedRack m_originalRack;
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};
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#endif
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