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Aquaria/BBGE/StateMachine.cpp

203 lines
3.8 KiB
C++

/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria 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.
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, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "StateMachine.h"
StateMachine::StateMachine ()
{
//debugLog("StateMachine::StateMachine()");
stateExtraDT = 0;
enqueuedTime = stateTime = -1;
enqueuedState = nextState = prevState = currentState = STATE_NONE;
stateCounter = 0;
currentStateData = enqueuedStateData = 0;
}
int StateMachine::getState()
{
return currentState;
}
bool StateMachine::isState(int state)
{
return currentState == state;
}
int StateMachine::getPrevState()
{
return prevState;
}
void StateMachine::perform(int state, float time, void *stateData)
{
//debugLog("in perform");
stateExtraDT = 0;
prevState = currentState;
nextState = state;
//debugLog("onExitState");
// do this to prevent scripts from repeating endlessly when running main loops
enqueuedState = STATE_NONE;
enqueuedStateData = 0;
onExitState(currentState);
stateCounter = 0;
stateTime = time;
currentState = state;
nextState = STATE_NONE;
this->currentStateData = stateData;
//debugLog("onActionInit");
onEnterState(currentState);
//debugLog("done");
}
void StateMachine::setState(int state, float time, bool force, void *stateData)
{
if (canSetState(state))
{
if (force)
{
perform(state, time, stateData);
}
else
{
enqueuedState = state;
enqueuedTime = time;
enqueuedStateData = stateData;
}
}
}
bool StateMachine::canSetState(int state)
{
return true;
}
void StateMachine::onEnterState(int state)
{
}
void StateMachine::onExitState(int state)
{
}
void StateMachine::stopState(int state)
{
onExitState(state);
currentState = STATE_NONE;
}
float StateMachine::getStateCounter()
{
return stateCounter;
}
float StateMachine::getStateTime()
{
return stateTime;
}
void StateMachine::setStateTime(float t)
{
stateTime = t;
}
void StateMachine::onUpdate (float dt)
{
if (currentState != STATE_NONE)
{
if (stateTime != -1)
{
stateCounter += dt;
if (stateCounter >= stateTime)
{
stateExtraDT = stateCounter - stateTime;
stateCounter = stateTime;
onExitState (currentState);
currentState = -1;
stateExtraDT = 0;
}
}
}
if (enqueuedState != STATE_NONE)
{
perform(enqueuedState, enqueuedTime, enqueuedStateData);
enqueuedState = STATE_NONE;
enqueuedTime = -1;
}
}
void StateMachine::addCooldown(int state, float time)
{
Cooldown c;
c.state = state;
c.timer.start(time);
cooldowns.push_back(c);
}
bool StateMachine::isCooldown(int state)
{
for (Cooldowns::iterator i = cooldowns.begin(); i != cooldowns.end(); i++)
{
if ((*i).state == state && (*i).timer.isActive())
{
return true;
}
}
return false;
}
void StateMachine::removeCooldown(int state)
{
for (Cooldowns::iterator i = cooldowns.begin(); i != cooldowns.end(); i++)
{
if ((*i).state == state)
{
cooldowns.erase(i);
break;
}
}
}
void StateMachine::updateCooldowns(float dt)
{
std::queue<int> coolqueue;
for (Cooldowns::iterator i = cooldowns.begin(); i != cooldowns.end(); i++)
{
Cooldown *c = &((*i));
if (c->timer.updateCheck(dt)) {
coolqueue.push(c->state);
}
}
while (!coolqueue.empty())
{
removeCooldown(coolqueue.back());
coolqueue.pop();
}
}
void StateMachine::clearCooldowns()
{
cooldowns.clear();
}