eliot/game/turn_cmd.h
Olivier Teulière 3c7a84d543 Support saving/loading games (any game type) in XML format.
Status:
It works well, but there are still a few details to improve/fix

More details about the changes:
 - New dependency on Arabica and Libxml2 to parse the XML
 - Loading the old format is still supported for this release, but won't be supported anymore in the next one
 - Games are now only saved in the new format
 - In training mode, the player is now created externally, like in the other modes
 - Avoid using GameIO (the one from game/) whenever possible
 - Do not use a FILE* argument anymore when loading a game
 - Throw and catch exceptions correctly when a game cannot be loaded or saved
 - The non-regression tests now use a new method to print the game history
2009-11-29 16:01:31 +00:00

64 lines
1.8 KiB
C++

/*******************************************************************
* 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>
#include "command.h"
using namespace std;
/**
* This class implements both the Command and Composite design patterns.
* It encapsulates commands, while still behaving like one.
*/
class TurnCmd: public Command
{
public:
TurnCmd();
virtual ~TurnCmd();
/**
* Add the given command and execute it.
* The TurnCmd object takes ownership of the given Command.
*/
void addAndExecute(Command *iCmd);
bool isEmpty() const { return m_commands.empty(); }
const vector<Command *> & getCommands() const { return m_commands; }
virtual bool isAutoExecution() const;
virtual wstring toString() const;
protected:
virtual void doExecute();
virtual void doUndo();
private:
vector<Command *> m_commands;
};
#endif