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FSM.cpp
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FSM.cpp
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// ========================================================================= //
// Fighting game framework (2D) with online multiplayer.
// Copyright(C) 2014 Jordan Sparks <[email protected]>
//
// 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 <http://www.gnu.org/licenses/>.
// ========================================================================= //
// File: FSM.cpp
// Author: Jordan Sparks <[email protected]>
// ================================================ //
// Implements FSM class.
// ================================================ //
#include "FSM.hpp"
#include "Engine.hpp"
// ================================================ //
FSM::FSM(StateID id) :
m_stateMap(),
m_currentState(id)
{
}
// ================================================ //
FSM::~FSM(void)
{
FState* pState = nullptr;
StateMap::iterator itr;
if (!m_stateMap.empty()){
for(itr = m_stateMap.begin();
itr != m_stateMap.end();
++itr){
pState = static_cast<FState*>(itr->second);
if (pState != nullptr)
delete pState;
}
}
}
// ================================================ //
StateID FSM::stateTransition(const int input)
{
FState* pState = this->getStatePtr(m_currentState);
Assert(static_cast<int>(pState != nullptr), "FState is nullptr in FSM");
m_currentState = pState->getOutput(input);
return m_currentState;
}
// ================================================ //
void FSM::addState(FState* pState)
{
FState* existingState = nullptr;
StateMap::iterator itr;
// See if this state already exists. Return if it does.
existingState = this->getStatePtr(pState->getID());
if (existingState != nullptr){
return;
}
m_stateMap.insert(SM_VT(pState->getID(), pState));
}
// ================================================ //
void FSM::deleteState(const StateID id)
{
FState* pState = nullptr;
StateMap::iterator itr;
pState = this->getStatePtr(id);
if (pState != nullptr){
if (pState->getID() == id){
m_stateMap.erase(itr);
delete pState;
}
}
}
// ================================================ //
FState* FSM::getStatePtr(const StateID id)
{
FState* pState = nullptr;
StateMap::iterator itr;
if (!m_stateMap.empty()){
itr = m_stateMap.find(id);
if (itr != m_stateMap.end()){
pState = static_cast<FState*>(itr->second);
}
}
return pState;
}
// ================================================ //