Show StateMachine.cpp syntax highlighted
/**
**************************************************************************************
*Palisma - Secrets of the Illuminati is an open-source 2D RPG *
*Copyright (C) 2006, Tony Sparks *
* *
*This library is free software; you can redistribute it and/or *
*modify it under the terms of the GNU Lesser General Public *
*License as published by the Free Software Foundation; either *
*version 2.1 of the License, or (at your option) any later version. *
* *
*This library 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 *
*Lesser General Public License for more details. *
* *
*You should have received a copy of the GNU Lesser General Public *
*License along with this library; if not, write to the Free Software *
*Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA *
**************************************************************************************
*/
#include "StdAfx.h"
#include "StateMachine.h"
void StateMachine::Update()
{
//if a global state exists, call its execute method
if (m_pGlobalState)
m_pGlobalState->Exec(m_pOwner);
//same for the current state
if (m_pCurrentState)
m_pCurrentState->Exec(m_pOwner);
}
void StateMachine::ChangeState(State* pNewState)
{
if ( m_pCurrentState ) {
//keep a record of the previous state
m_pPreviousState = m_pCurrentState;
//call the exit method of the existing state
m_pCurrentState->Exit(m_pOwner);
}
//change state to the new state
m_pCurrentState = pNewState;
//call the entry method of the new state
m_pCurrentState->Enter(m_pOwner);
}
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