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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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203
BBGE/StateMachine.cpp
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203
BBGE/StateMachine.cpp
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/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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.
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See the GNU General Public License for more details.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "StateMachine.h"
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StateMachine::StateMachine ()
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{
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//debugLog("StateMachine::StateMachine()");
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stateExtraDT = 0;
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enqueuedTime = stateTime = -1;
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enqueuedState = nextState = prevState = currentState = STATE_NONE;
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stateCounter = 0;
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currentStateData = enqueuedStateData = 0;
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}
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int StateMachine::getState()
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{
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return currentState;
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}
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bool StateMachine::isState(int state)
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{
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return currentState == state;
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}
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int StateMachine::getPrevState()
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{
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return prevState;
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}
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void StateMachine::perform(int state, float time, void *stateData)
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{
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//debugLog("in perform");
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stateExtraDT = 0;
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prevState = currentState;
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nextState = state;
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//debugLog("onExitState");
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// do this to prevent scripts from repeating endlessly when running main loops
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enqueuedState = STATE_NONE;
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enqueuedStateData = 0;
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onExitState(currentState);
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stateCounter = 0;
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stateTime = time;
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currentState = state;
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nextState = STATE_NONE;
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this->currentStateData = stateData;
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//debugLog("onActionInit");
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onEnterState(currentState);
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//debugLog("done");
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}
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void StateMachine::setState(int state, float time, bool force, void *stateData)
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{
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if (canSetState(state))
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{
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if (force)
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{
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perform(state, time, stateData);
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}
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else
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{
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enqueuedState = state;
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enqueuedTime = time;
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enqueuedStateData = stateData;
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}
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}
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}
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bool StateMachine::canSetState(int state)
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{
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return true;
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}
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void StateMachine::onEnterState(int state)
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{
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}
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void StateMachine::onExitState(int state)
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{
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}
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void StateMachine::stopState(int state)
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{
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onExitState(state);
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currentState = STATE_NONE;
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}
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float StateMachine::getStateCounter()
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{
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return stateCounter;
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}
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float StateMachine::getStateTime()
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{
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return stateTime;
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}
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void StateMachine::setStateTime(float t)
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{
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stateTime = t;
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}
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void StateMachine::onUpdate (float dt)
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{
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if (currentState != STATE_NONE)
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{
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if (stateTime != -1)
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{
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stateCounter += dt;
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if (stateCounter >= stateTime)
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{
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stateExtraDT = stateCounter - stateTime;
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stateCounter = stateTime;
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onExitState (currentState);
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currentState = -1;
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stateExtraDT = 0;
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}
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}
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}
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if (enqueuedState != STATE_NONE)
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{
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perform(enqueuedState, enqueuedTime, enqueuedStateData);
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enqueuedState = STATE_NONE;
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enqueuedTime = -1;
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}
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}
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void StateMachine::addCooldown(int state, float time)
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{
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Cooldown c;
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c.state = state;
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c.timer.start(time);
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cooldowns.push_back(c);
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}
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bool StateMachine::isCooldown(int state)
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{
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for (Cooldowns::iterator i = cooldowns.begin(); i != cooldowns.end(); i++)
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{
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if ((*i).state == state && (*i).timer.isActive())
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{
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return true;
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}
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}
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return false;
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}
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void StateMachine::removeCooldown(int state)
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{
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for (Cooldowns::iterator i = cooldowns.begin(); i != cooldowns.end(); i++)
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{
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if ((*i).state == state)
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{
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cooldowns.erase(i);
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break;
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}
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}
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}
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void StateMachine::updateCooldowns(float dt)
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{
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std::queue<int> coolqueue;
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for (Cooldowns::iterator i = cooldowns.begin(); i != cooldowns.end(); i++)
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{
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Cooldown *c = &((*i));
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if (c->timer.updateCheck(dt)) {
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coolqueue.push(c->state);
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}
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}
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while (!coolqueue.empty())
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{
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removeCooldown(coolqueue.back());
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coolqueue.pop();
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}
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}
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void StateMachine::clearCooldowns()
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{
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cooldowns.clear();
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}
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