/* 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 . * */ /* * 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 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