eliot/game/command.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

87 lines
2.7 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 COMMAND_H_
#define COMMAND_H_
#include <string>
using std::wstring;
/**
* This abstract class is the parent of all classes implementing the Command
* design pattern.
*/
class Command
{
public:
Command();
virtual ~Command() {}
/**
* Execute the command. This can later be undone using the undo()
* method.
*
* You are not allowed to call this method twice before calling
* undo() first.
*/
void execute();
/**
* Undo the previous call to execute().
*
* You are not allowed to undo a command which is not executed yet.
*/
void undo();
/**
* Return true if the command has been executed (i.e. if it is
* allowed to call undo()), false otherwise.
*/
bool isExecuted() const { return m_executed; }
/**
* Mark the command as auto-executable, which means that it will
* be automatically executed if the commands history is cleared
* just before this command.
* Auto-executable commands correspond to commands for AI players,
* for which the user cannot change the behaviour.
*/
void setAutoExecution(bool autoExec) { m_autoExecution = autoExec; }
/// Return true if the command is auto-executable
virtual bool isAutoExecution() const { return m_autoExecution; }
/**
* Description of the command, for debugging purposes
*/
virtual wstring toString() const = 0;
protected:
virtual void doExecute() = 0;
virtual void doUndo() = 0;
private:
bool m_executed;
bool m_autoExecution;
};
#endif