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109 lines
3.3 KiB
C++
109 lines
3.3 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 NAVIGATION_H_
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#define NAVIGATION_H_
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#include <vector>
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#include "logging.h"
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class Turn;
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class Command;
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using namespace std;
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/**
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* Handle the navigation in the game history.
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*
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* A few assumptions are made for the design:
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* - each turn in the game is represented by a Turn object
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* - the current Turn object is always in the "partially executed" state
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* (see class documentation), except maybe for the last turn
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* - previous turns are fully executed, and future turns are never executed
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* - addind a command can only be done if the current turn is the last one
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* and is fully executed
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*
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* Many assertions are there to help enforce this design.
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*/
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class Navigation
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{
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DEFINE_LOGGER();
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public:
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Navigation();
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~Navigation();
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void newTurn();
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void addAndExecute(Command *iCmd);
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unsigned int getCurrTurn() const;
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unsigned int getNbTurns() const;
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bool isFirstTurn() const;
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bool isLastTurn() const;
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void firstTurn();
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void prevTurn();
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void nextTurn();
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void lastTurn();
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/**
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* Get rid of the future turns of the game, the current turn
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* becoming the last one.
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*/
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void clearFuture();
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/**
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* Remove the commands of the last turn, starting from the given one.
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*/
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void dropFrom(const Command &iCmd);
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/**
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* Remove the given command from the current turn
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* (only if it is an insertable and non auto-executable command)
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*/
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void dropCommand(const Command &iCmd);
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/**
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* Insert the given command in the current turn, before the first NAEC
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* (only if it is an insertable and non auto-executable command)
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*/
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void insertCommand(Command *iCmd);
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/**
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* Replace one existing command (for the current turn) with another one
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* (of the same type).
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*/
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void replaceCommand(const Command &iOldCmd,
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Command *iNewCmd);
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const vector<Turn *> & getTurns() const;
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const Turn & getCurrentTurn() const;
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/**
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* Print the contents of the commands history, to ease debugging
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*/
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void print() const;
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private:
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vector<Turn *> m_allTurns;
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unsigned int m_currTurn;
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};
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#endif
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