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/* Copyright (C) 2013 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
// INCLUDES
#include "precompiled.h"
#include "fsm.h"
// DECLARATIONS
//-----------------------------------------------------------------------------
// Name: CFsmEvent()
// Desc: Constructor
//-----------------------------------------------------------------------------
CFsmEvent::CFsmEvent( unsigned int type )
{
m_Type = type;
m_Param = NULL;
}
//-----------------------------------------------------------------------------
// Name; ~CFsmEvent()
// Desc: Destructor
//-----------------------------------------------------------------------------
CFsmEvent::~CFsmEvent( void )
{
m_Param = NULL;
}
//-----------------------------------------------------------------------------
// Name: SetParamRef()
// Desc: Sets the parameter for the event
//-----------------------------------------------------------------------------
void CFsmEvent::SetParamRef( void* pParam )
{
m_Param = pParam;
}
//-----------------------------------------------------------------------------
// Name: CFsmTransition()
// Desc: Constructor
//-----------------------------------------------------------------------------
CFsmTransition::CFsmTransition( unsigned int state )
{
m_CurrState = state;
}
//-----------------------------------------------------------------------------
// Name: ~CFsmTransition()
// Desc: Destructor
//-----------------------------------------------------------------------------
CFsmTransition::~CFsmTransition( void )
{
m_Actions.clear();
m_Conditions.clear();
}
//-----------------------------------------------------------------------------
// Name: RegisterAction()
// Desc: Adds action that will be executed when the transition will occur
//-----------------------------------------------------------------------------
void CFsmTransition::RegisterAction( void* pAction, void* pContext )
{
CallbackFunction callback;
// Add action at the end of actions list
callback.pFunction = pAction;
callback.pContext = pContext;
m_Actions.push_back( callback );
}
//-----------------------------------------------------------------------------
// Name: AddCondition()
// Desc: Adds condition which will be evaluated when the transition will occurs
//-----------------------------------------------------------------------------
void CFsmTransition::RegisterCondition( void* pCondition, void* pContext )
{
CallbackFunction callback;
// Add condition at the end of conditions list
callback.pFunction = pCondition;
callback.pContext = pContext;
m_Conditions.push_back( callback );
}
//-----------------------------------------------------------------------------
// Name: SetEvent()
// Desc: Set event for which transition will occur
//-----------------------------------------------------------------------------
void CFsmTransition::SetEvent( CFsmEvent* pEvent )
{
m_Event = pEvent;
}
//-----------------------------------------------------------------------------
// Name: SetNextState()
// Desc: Set next state the transition will switch the system to
//-----------------------------------------------------------------------------
void CFsmTransition::SetNextState( unsigned int nextState )
{
m_NextState = nextState;
}
//-----------------------------------------------------------------------------
// Name: ApplyConditions()
// Desc: Evaluate conditions for the transition
// Note: If there are no conditions, assume true
//-----------------------------------------------------------------------------
bool CFsmTransition::ApplyConditions( void ) const
{
bool eval = true;
CallbackList::const_iterator it = m_Conditions.begin();
for( ; it != m_Conditions.end(); ++it )
{
if ( it->pFunction )
{
// Evaluate condition
CONDITION Condition = ( CONDITION )it->pFunction;
eval &= Condition( it->pContext );
}
}
return eval;
}
//-----------------------------------------------------------------------------
// Name: RunActions()
// Desc: Execute actions for the transition
// Note: If there are no actions, assume true
//-----------------------------------------------------------------------------
bool CFsmTransition::RunActions( void ) const
{
bool result = true;
CallbackList::const_iterator it = m_Actions.begin();
for( ; it != m_Actions.end(); ++it )
{
if ( it->pFunction )
{
// Run action
ACTION Action = ( ACTION )it->pFunction;
result &= Action( it->pContext, m_Event );
}
}
return result;
}
//-----------------------------------------------------------------------------
// Name: CFsm()
// Desc: Constructor
//-----------------------------------------------------------------------------
CFsm::CFsm( void )
{
m_Done = false;
m_FirstState = FSM_INVALID_STATE;
m_CurrState = FSM_INVALID_STATE;
m_NextState = FSM_INVALID_STATE;
}
//-----------------------------------------------------------------------------
// Name: ~CFsm()
// Desc: Destructor
//-----------------------------------------------------------------------------
CFsm::~CFsm( void )
{
Shutdown();
}
//-----------------------------------------------------------------------------
// Name: Setup()
// Desc: Setup events, actions and state transitions
//-----------------------------------------------------------------------------
void CFsm::Setup( void )
{
// Does nothing by default
}
//-----------------------------------------------------------------------------
// Name: Reset()
// Desc: Shuts down the state machine and releases any resources
//-----------------------------------------------------------------------------
void CFsm::Shutdown( void )
{
// Release transitions
TransitionList::iterator itTransition = m_Transitions.begin();
for ( ; itTransition < m_Transitions.end(); ++itTransition )
{
CFsmTransition* pCurrTransition = *itTransition;
if ( !pCurrTransition ) continue;
delete pCurrTransition;
}
// Release events
EventMap::iterator itEvent = m_Events.begin();
for( ; itEvent != m_Events.end(); ++itEvent )
{
CFsmEvent* pCurrEvent = itEvent->second;
if ( !pCurrEvent ) continue;
delete pCurrEvent;
}
m_States.clear();
m_Events.clear();
m_Transitions.clear();
m_Done = false;
m_FirstState = FSM_INVALID_STATE;
m_CurrState = FSM_INVALID_STATE;
m_NextState = FSM_INVALID_STATE;
}
//-----------------------------------------------------------------------------
// Name: AddState()
// Desc: Adds the specified state to the internal list of states
// Note: If a state with the specified ID exists, the state is not added
//-----------------------------------------------------------------------------
void CFsm::AddState( unsigned int state )
{
m_States.insert( state );
}
//-----------------------------------------------------------------------------
// Name: AddEvent()
// Desc: Adds the specified event to the internal list of events
// Note: If an eveny with the specified ID exists, the event is not added
//-----------------------------------------------------------------------------
CFsmEvent* CFsm::AddEvent( unsigned int eventType )
{
CFsmEvent* pEvent = NULL;
// Lookup event by type
EventMap::iterator it = m_Events.find( eventType );
if ( it != m_Events.end() )
{
pEvent = it->second;
}
else
{
pEvent = new CFsmEvent( eventType );
if ( !pEvent ) return NULL;
// Store new event into internal map
m_Events[ eventType ] = pEvent;
}
return pEvent;
}
//-----------------------------------------------------------------------------
// Name: AddTransition()
// Desc: Adds a new transistion to the state machine
//-----------------------------------------------------------------------------
CFsmTransition* CFsm::AddTransition(
unsigned int state,
unsigned int eventType,
unsigned int nextState )
{
// Make sure we store the current state
AddState( state );
// Make sure we store the next state
AddState( nextState );
// Make sure we store the event
CFsmEvent* pEvent = AddEvent( eventType );
if ( !pEvent ) return NULL;
// Create new transition
CFsmTransition* pNewTransition = new CFsmTransition( state );
if ( !pNewTransition )
{
delete pEvent;
return NULL;
}
// Setup new transition
pNewTransition->SetEvent( pEvent );
pNewTransition->SetNextState( nextState );
// Store new transition
m_Transitions.push_back( pNewTransition );
return pNewTransition;
}
//-----------------------------------------------------------------------------
// Name: AddTransition()
// Desc: Adds a new transition to the state machine
//-----------------------------------------------------------------------------
CFsmTransition* CFsm::AddTransition(
unsigned int state,
unsigned int eventType,
unsigned int nextState,
void* pAction,
void* pContext )
{
CFsmTransition* pTransition = AddTransition( state, eventType, nextState );
if ( !pTransition ) return NULL;
// If action specified, register it
if ( pAction )
pTransition->RegisterAction( pAction, pContext );
return pTransition;
}
//-----------------------------------------------------------------------------
// Name: GetTransition()
// Desc: Lookup transition given the state, event and next state to transition
//-----------------------------------------------------------------------------
CFsmTransition* CFsm::GetTransition(
unsigned int state,
unsigned int eventType ) const
{
// Valid state?
if ( !IsValidState( state ) ) return NULL;
// Valid event?
if ( !IsValidEvent( eventType ) ) return NULL;
// Loop through the list of transitions
TransitionList::const_iterator it = m_Transitions.begin();
for ( ; it != m_Transitions.end(); ++it )
{
CFsmTransition* pCurrTransition = *it;
if ( !pCurrTransition ) continue;
CFsmEvent* pCurrEvent = pCurrTransition->GetEvent();
if ( !pCurrEvent ) continue;
// Is it our transition?
if ( pCurrTransition->GetCurrState() == state &&
pCurrEvent->GetType() == eventType )
{
return pCurrTransition;
}
}
// No transition found
return NULL;
}
//-----------------------------------------------------------------------------
// Name: SetFirstState()
// Desc: Set initial state for FSM
//-----------------------------------------------------------------------------
void CFsm::SetFirstState( unsigned int firstState )
{
m_FirstState = firstState;
}
//-----------------------------------------------------------------------------
// Name: SetCurrState()
// Desc: Set current state and update last state to current state
//-----------------------------------------------------------------------------
void CFsm::SetCurrState( unsigned int state )
{
m_CurrState = state;
}
//-----------------------------------------------------------------------------
// Name: IsFirstTime()
// Desc: Verifies if the state machine has been already updated
//-----------------------------------------------------------------------------
bool CFsm::IsFirstTime( void ) const
{
return ( m_CurrState == FSM_INVALID_STATE );
}
//-----------------------------------------------------------------------------
// Name: Update()
// Desc: Updates state machine and retrieves next state
//-----------------------------------------------------------------------------
bool CFsm::Update( unsigned int eventType, void* pEventParam )
{
// Valid event?
if ( !IsValidEvent( eventType ) )
return false;
// First time update?
if ( IsFirstTime() )
m_CurrState = m_FirstState;
// Lookup transition
CFsmTransition* pTransition = GetTransition( m_CurrState, eventType );
if ( !pTransition )
return false;
// Setup event parameter
EventMap::iterator it = m_Events.find( eventType );
if ( it != m_Events.end() )
{
CFsmEvent* pEvent = it->second;
if ( pEvent ) pEvent->SetParamRef( pEventParam );
}
// Valid transition?
if ( !pTransition->ApplyConditions() )
return false;
// Save the default state transition (actions might call SetNextState
// to override this)
SetNextState( pTransition->GetNextState() );
// Run transition actions
if ( !pTransition->RunActions() )
return false;
// Switch state
SetCurrState( GetNextState() );
// Reset the next state since it's no longer valid
SetNextState( FSM_INVALID_STATE );
return true;
}
//-----------------------------------------------------------------------------
// Name: IsDone()
// Desc: Tests whether the state machine has finished its work
// Note: This is state machine specific
//-----------------------------------------------------------------------------
bool CFsm::IsDone( void ) const
{
// By default the internal flag m_Done is tested
return m_Done;
}
//-----------------------------------------------------------------------------
// Name: IsValidState()
// Desc: Verifies whether the specified state is managed by FSM
//-----------------------------------------------------------------------------
bool CFsm::IsValidState( unsigned int state ) const
{
StateSet::const_iterator it = m_States.find( state );
if ( it == m_States.end() ) return false;
return true;
}
//-----------------------------------------------------------------------------
// Name: IsValidEvent()
// Desc: Verifies whether the specified event is managed by FSM
//-----------------------------------------------------------------------------
bool CFsm::IsValidEvent( unsigned int eventType ) const
{
EventMap::const_iterator it = m_Events.find( eventType );
if ( it == m_Events.end() ) return false;
return true;
}
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