eliot/game/navigation.h
Olivier Teulière b1ed3215d9 Rewrote the navigation system, to make it more powerful and easier to understand.
Internally, commands are now stored a bit differently: some commands
which were at the end of a turn (like the players rack in duplicate
mode) are now at the beginning. But from a user point of view, there is
no visible difference, except some details in training mode (and the new
behaviour is arguably better :)).
Only (known) problem: after loading a game saved before this commit,
navigating in the game history may be less nice (in particular, racks
may not be fully restored).
2012-02-21 08:22:33 +01:00

85 lines
2.5 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 NAVIGATION_H_
#define NAVIGATION_H_
#include <vector>
#include "logging.h"
class TurnCmd;
class Command;
using namespace std;
/**
* Handle the navigation in the game history.
*
* A few assumptions are made for the design:
* - each turn in the game is represented by a TurnCmd object
* - the current TurnCmd object is always in the "partially executed" state
* (see class documentation), except maybe for the last turn
* - previous turns are fully executed, and future turns are never executed
* - addind a command can only be done if the current turn is the last one
* and is fully executed
*
* Many assertions are there to help enforce this design.
*/
class Navigation
{
DEFINE_LOGGER();
public:
Navigation();
~Navigation();
void newTurn();
void addAndExecute(Command *iCmd);
unsigned int getCurrTurn() const;
unsigned int getNbTurns() const;
bool isFirstTurn() const;
bool isLastTurn() const;
void firstTurn();
void prevTurn();
void nextTurn();
void lastTurn();
/**
* Get rid of the future turns of the game, the current turn
* becoming the last one.
*/
void clearFuture();
const vector<TurnCmd *> & getTurns() const;
const TurnCmd & getCurrentTurn() const;
/**
* Print the contents of the commands history, to ease debugging
*/
void print() const;
private:
vector<TurnCmd *> m_turnCommands;
unsigned int m_currTurn;
};
#endif