Show StateMachine.h 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 *
**************************************************************************************
*/
#pragma once
#include "../mmanager.h"
#include "state.h"
//class State;
class StateMachine : public IMMObject
{
public:
StateMachine(): m_pOwner(NULL), m_pCurrentState(NULL),
m_pPreviousState(NULL), m_pGlobalState(NULL) {};
void SetOwner(IEntity* owner) { m_pOwner = owner; };
void SetCurrentState(State* s){ m_pCurrentState = s;}
void SetGlobalState(State* s) { m_pGlobalState = s;}
void SetPreviousState(State* s){ m_pPreviousState = s;}
State* GetCurrentState() { return m_pCurrentState; };
State* GetGlobalState() { return m_pGlobalState; };
State* GetPreviousState(){ return m_pPreviousState;};
void Update();
void ChangeState( State* pNewState );
void RevertToPreviousState() { ChangeState(m_pPreviousState); };
bool IsInState( State* s ) { return s == m_pCurrentState; };
virtual ~StateMachine(void){};
AUTO_SIZE;
private:
//a pointer to the agent that owns this instance
IEntity* m_pOwner;
State* m_pCurrentState;
//a record of the last state the agent was in
State* m_pPreviousState;
//this state logic is called every time the FSM is updated
State* m_pGlobalState;
};
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