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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
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