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/* Copyright (C) 2015 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/>.
*/
#ifndef FSM_H
#define FSM_H
// INCLUDES
#include <vector>
#include <set>
#include <map>
// DECLARATIONS
#define FSM_INVALID_STATE ( unsigned int )( ~0 )
class CFsmEvent;
class CFsmTransition;
class CFsm;
typedef bool ( *CONDITION ) ( void* pContext );
typedef bool ( *ACTION ) ( void* pContext, const CFsmEvent* pEvent );
typedef struct
{
void* pFunction;
void* pContext;
} CallbackFunction;
typedef std::set< unsigned int > StateSet;
typedef std::map< unsigned int, CFsmEvent* > EventMap;
typedef std::vector< CFsmTransition* > TransitionList;
typedef std::vector< CallbackFunction > CallbackList;
/**
* Represents a signal in the state machine that a change has occurred.
* The CFsmEvent objects are under the control of CFsm so
* they are created and deleted via CFsm.
*/
class CFsmEvent
{
NONCOPYABLE(CFsmEvent);
public:
CFsmEvent( unsigned int type );
~CFsmEvent( void );
unsigned int GetType ( void ) const { return m_Type; }
void* GetParamRef ( void ) { return m_Param; }
void SetParamRef ( void* pParam );
private:
unsigned int m_Type; // Event type
void* m_Param; // Event paramater
};
/**
* An association of event, condition, action and next state.
*/
class CFsmTransition
{
NONCOPYABLE(CFsmTransition);
public:
CFsmTransition( unsigned int state );
~CFsmTransition( void );
void RegisterAction (
void* pAction,
void* pContext );
void RegisterCondition (
void* pCondition,
void* pContext );
void SetEvent ( CFsmEvent* pEvent );
CFsmEvent* GetEvent ( void ) const { return m_Event; }
void SetNextState ( unsigned int nextState );
unsigned int GetNextState ( void ) const { return m_NextState; }
unsigned int GetCurrState ( void ) const { return m_CurrState; }
const CallbackList& GetActions ( void ) const { return m_Actions; }
const CallbackList& GetConditions ( void ) const { return m_Conditions; }
bool ApplyConditions ( void ) const;
bool RunActions ( void ) const;
private:
unsigned int m_CurrState; // Current state
unsigned int m_NextState; // Next state
CFsmEvent* m_Event; // Transition event
CallbackList m_Actions; // List of actions for transition
CallbackList m_Conditions; // List of conditions for transition
};
/**
* Manages states, events, actions and transitions
* between states. It provides an interface for advertising
* events and track the current state. The implementation is
* a Mealy state machine, so the system respond to events
* and execute some action.
*
* A Mealy state machine has behaviour associated with state
* transitions; Mealy machines are event driven where an
* event triggers a state transition
*/
class CFsm
{
NONCOPYABLE(CFsm);
public:
CFsm( void );
virtual ~CFsm( void );
/**
* Constructs the state machine. This method must be overriden so that
* connections are constructed for the particular state machine implemented
*/
virtual void Setup( void );
/**
* Clear event, action and condition lists and reset state machine
*/
void Shutdown( void );
void AddState ( unsigned int state );
CFsmEvent* AddEvent ( unsigned int eventType );
CFsmTransition* AddTransition (
unsigned int state,
unsigned int eventType,
unsigned int nextState );
CFsmTransition* AddTransition (
unsigned int state,
unsigned int eventType,
unsigned int nextState,
void* pAction,
void* pContext );
CFsmTransition* GetTransition (
unsigned int state,
unsigned int eventType ) const;
CFsmTransition* GetEventTransition ( unsigned int eventType ) const;
void SetFirstState ( unsigned int firstState );
void SetCurrState ( unsigned int state );
unsigned int GetCurrState ( void ) const { return m_CurrState; }
void SetNextState ( unsigned int nextState ) { m_NextState = nextState; }
unsigned int GetNextState ( void ) const { return m_NextState; }
const StateSet& GetStates ( void ) const { return m_States; }
const EventMap& GetEvents ( void ) const { return m_Events; }
const TransitionList& GetTransitions ( void ) const { return m_Transitions; }
bool Update ( unsigned int eventType, void* pEventData );
bool IsValidState ( unsigned int state ) const;
bool IsValidEvent ( unsigned int eventType ) const;
virtual bool IsDone ( void ) const;
private:
bool IsFirstTime ( void ) const;
bool m_Done; // FSM work is done
unsigned int m_FirstState; // Initial state
unsigned int m_CurrState; // Current state
unsigned int m_NextState; // Next state
StateSet m_States; // List of states
EventMap m_Events; // List of events
TransitionList m_Transitions; // State transitions
};
#endif // FSM_H
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