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211 lines
7.2 KiB
C++
211 lines
7.2 KiB
C++
/*******************************************************************
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* Eliot
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* Copyright (C) 2008 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 TURN_CMD_H_
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#define TURN_CMD_H_
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#include <vector>
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#include "logging.h"
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using namespace std;
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class Command;
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/**
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* This class encapsulates commands, and almost behaves as one itself.
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* The main difference with a normal command (and thus with the composite pattern)
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* is that a Turn provides partial execution: some of the commands it contains
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* (the first ones) can be executed, whereas others not.
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* The ones which can be executed are the ones flagged "auto-executable", and are
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* named AE commands (or AEC) in the following comments.
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* The non AE commands are named NAEC.
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*
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* Without loss of generality, the commands in a Turn can always be structured
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* like this in a unique way:
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* - a (possibly empty) sequence of AEC
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* - a (possibly empty) sequence of AEC and NAEC, starting with a NAEC
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*
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* There are only 3 valid "states" for a Turn:
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* - not at all executed (none of the commands is executed)
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* - partially executed (all the AEC until the first NAEC are executed)
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* - fully executed (all the commands are executed)
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* These states are not at all exclusive. For example, for a Turn object without
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* any command, the three states are equal.
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*
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* Here are a few "graphical" examples, where x represents an AEC, N represents,
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* a NAEC, and ^ indicates the position of m_firstNotExecuted if the state is
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* "partially executed":
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* |xxxxNNxNxN| |xxxx| |Nxxx| ||
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* ^ ^ ^ ^
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*/
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class Turn
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{
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DEFINE_LOGGER();
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public:
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Turn();
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virtual ~Turn();
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/**
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* Add the given command and execute it.
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* The Turn object takes ownership of the given Command.
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*/
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void addAndExecute(Command *iCmd);
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// Getters for the execution status.
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/// Return true iff all the commands have been executed
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bool isFullyExecuted() const;
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/**
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* Indicate whether all the auto-executable commands have been executed
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* (whether or not there are AE commands, and whether or not there are
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* non AE commands).
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* When isFullyExecuted() returns true, this methods also returns true.
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*/
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bool isPartiallyExecuted() const;
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/// Return true iff no command has been executed
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bool isNotAtAllExecuted() const;
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bool hasNonAutoExecCmd() const;
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const vector<Command *> & getCommands() const { return m_commands; }
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bool isHumanIndependent() const;
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wstring toString() const;
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/// Execute all the commands which were not yet executed
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void execute();
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/// Undo all the commands which were not yet undone
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void undo();
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/// Execute all the AE commands, until a non AE one is found, to reach the "isPartiallyExecuted" state
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void partialExecute();
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/// Undo all the non AE commands, to reach the "isPartiallyExecuted" state
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void partialUndo();
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/// Drop the non-executed commands. Use it with care...
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void dropNonExecutedCommands();
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/// Drop (and undo if needed) all the commands, starting with the given one. Use it with care...
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void dropFrom(const Command &iCmd);
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/// Drop an insertable command. Use it with care...
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void dropCommand(const Command &iCmd);
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/**
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* Insert the given command before the first NAEC (or at the end if
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* there is no NAEC). The command must be flagged insertable and NAEC.
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*/
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void insertCommand(Command *iCmd);
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/**
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* Replace the first command with the second one.
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* The Turn object takes ownership of the given Command.
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* Use with care...
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*/
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void replaceCommand(const Command &iOldCmd,
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Command *iNewCmd);
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/**
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* Find the command matching the given predicate, or 0 if not found.
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* The commands are iterated from the last one to the first one,
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* and the first one to match the predicate is returned.
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*/
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template<typename CMD, typename PRED>
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const CMD * findMatchingCmd(PRED predicate) const
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{
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// Iterate backwards, to be sure to have the latest one for the player
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vector<Command*>::const_reverse_iterator it;
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for (it = m_commands.rbegin(); it != m_commands.rend(); ++it)
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{
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const CMD *cmd = dynamic_cast<const CMD*>(*it);
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if (cmd != 0 && predicate(*cmd))
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{
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// Found it!
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return cmd;
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}
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}
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return 0;
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}
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/**
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* Find a command of the template type.
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* The last (most recent) one is returned, or 0 if not found.
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*/
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template<typename CMD>
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const CMD * findMatchingCmd() const
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{
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return findMatchingCmd<CMD, TruePred<CMD> >(TruePred<CMD>());
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}
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private:
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vector<Command *> m_commands;
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/**
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* Pointer to the first not executed command.
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* If it is equal to m_commands.size(), all the commands have been executed.
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*/
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unsigned int m_firstNotExecuted;
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/**
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* Return the index of the given command,
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* or m_commands.size() if not found
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*/
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unsigned findIndex(const Command &iCmd) const;
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/**
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* or m_commands.size() if not found
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*/
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unsigned findIndexFirstNaec() const;
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/**
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* Helper method to execute the commands (if needed) up to
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* the given position (included).
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* The previous value of m_firstNotExecuted is returned.
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*/
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unsigned execTo(unsigned iNewFirstNotExec);
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/**
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* Helper method to undo the commands (if needed) up to
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* the given position (included).
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* The previous value of m_firstNotExecuted is returned.
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*/
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unsigned undoTo(unsigned iNewFirstNotExec);
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/**
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* Helper method to drop everything (after undoing, if needed),
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* starting at the given index
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*/
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void dropFrom(unsigned iFirstToDrop);
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template<typename T>
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struct TruePred : public unary_function<T, bool>
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{
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bool operator()(const T &) const { return true; }
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};
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};
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#endif
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