eliot/game/command.h

150 lines
4.8 KiB
C++

/*****************************************************************************
* Eliot
* Copyright (C) 2008-2012 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>
#include "logging.h"
using std::wstring;
/**
* This abstract class is the parent of all classes implementing the Command
* design pattern.
*/
class Command
{
DEFINE_LOGGER();
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; }
/// Return true if the command is auto-executable
virtual bool isAutoExecutable() const { return m_autoExecutable; }
/**
* Mark the command as human independent, which means that it will
* be automatically executed if the commands history is cleared
* just before this command.
* It is mostly useful in FreeGame mode, where a turn played by an AI
* player should be re-executed, because the user cannot control it.
*/
void setHumanIndependent(bool humanIndependent) { m_humanIndependent = humanIndependent; }
/// Return true if the command is human independent
virtual bool isHumanIndependent() const { return m_humanIndependent; }
/**
* Return true if the command can be inserted safely between existing
* commands. This is mostly useful for player events, such as warnings,
* solos and penalties.
*/
virtual bool isInsertable() const { return false; }
/**
* Description of the command, for debugging purposes
*/
virtual wstring toString() const = 0;
protected:
virtual void doExecute() = 0;
virtual void doUndo() = 0;
/**
* Mark the command as auto-executable.
* When the commands history is set to a particular turn, all the
* auto-executable commands for this turn will be executed until
* the first non-auto-executable one (excluded).
* This allows replaying some actions (like setting the rack) at the beginning of a turn.
*/
void setAutoExecutable(bool autoExec) { m_autoExecutable = autoExec; }
private:
bool m_executed;
bool m_humanIndependent;
bool m_autoExecutable;
};
/**
* Command allowing to undo any other command (decorator pattern).
*/
class UndoCmd : public Command
{
DEFINE_LOGGER();
public:
/**
* Constructor from the wrapped command.
* This class takes ownership of the given command.
*
* Note that you should usually pass a copy of the command you want
* to undo, instead of passing it directly, for 3 reasons:
* - you may not have ownership of the passed command
* - you may hold a const pointer, which would oblige youi
* do do a const_cast first
* - if both the command and its undo version are in the history,
* executing the UndoCmd will silently mark the original command
* as not executed. This is not a problem currently, but might
* become one in the future...
*/
UndoCmd(Command *cmd);
~UndoCmd();
const Command & getWrappedCommand() const { return *m_cmd; }
virtual bool isAutoExecutable() const;
virtual wstring toString() const;
protected:
virtual void doExecute();
virtual void doUndo();
private:
Command *m_cmd;
};
#endif