File: StateMachine.h

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/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * 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 3 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, see <http://www.gnu.org/licenses/>.
 *
 */

/*
 * Copyright (C) 2006-2010 - Frictional Games
 *
 * This file is part of HPL1 Engine.
 */

#ifndef HPL_STATE_MACHINE_H
#define HPL_STATE_MACHINE_H

#include "hpl1/engine/game/GameTypes.h"
#include "hpl1/engine/system/SystemTypes.h"

#include "common/stablemap.h"

namespace hpl {

//-----------------------------------------
class cStateMachine;

class iAIState {
	friend class cStateMachine;

public:
	iAIState();
	virtual ~iAIState() {}

	virtual void OnUpdate(float afTime) = 0;

	virtual void OnEnterState(int alLastState) = 0;
	virtual void OnLeaveState(int alNextState) = 0;

	int GetId() { return mlId; }
	const tString &GetName() { return msName; }
	float GetUpdateStep() { return mfUpdateStep; }

	void Sleep(float afTime);

protected:
	int mlId;
	tString msName;
	float mfUpdateStep;
	cStateMachine *mpStateMachine;

private:
	void Update(float afTime);
	void SetStateMachine(cStateMachine *apStateMachine) { mpStateMachine = apStateMachine; }

	float mfTimeCount;
};

typedef Common::StableMap<int, iAIState *> tAIStateMap;
typedef tAIStateMap::iterator tAIStateMapIt;

//-----------------------------------------

class cStateMachine {
public:
	cStateMachine();
	virtual ~cStateMachine();

	void Update(float afTime);

	/**
	 * Adds a new state to the state machine. The state machine will destroy them when deleted.
	 */
	void AddState(iAIState *apState, const tString &asName, int alId, float afUpdateStep);

	void ChangeState(int alId);

	void SetActive(bool abX) { mbActive = abX; }
	bool IsActive() { return mbActive; }

	iAIState *GetState(int alId);

	iAIState *CurrentState();

private:
	bool mbActive;

	tAIStateMap m_mapStates;

	iAIState *mpCurrentState;
};

} // namespace hpl

#endif // HPL_STATE_MACHINE_H