Added FSM and Game State Manager
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84
src/game/StateMachine.cpp
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84
src/game/StateMachine.cpp
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#include <assert.h>
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#include "StateMachine.h"
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// =============================================================================
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// Do NOT modify this file, instead make custom changes in the GameStateManager
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// or create your own StateMachine including and implementing this header
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// =============================================================================
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StateMachine::StateMachine(unsigned char maxStates) :
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currentState(0),
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_maxStates(maxStates),
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_eventGenerated(false),
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_pEventData(NULL)
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{
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}
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// generates an external event. called once per external event
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// to start the state machine executing
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void StateMachine::ExternalEvent(unsigned char newState,
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EventData* pData)
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{
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// if we are supposed to ignore this event
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if (newState == EVENT_IGNORED) {
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// just delete the event data, if any
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if (pData)
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delete pData;
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}
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else {
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// TODO - capture software lock here for thread-safety if necessary
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// generate the event and execute the state engine
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InternalEvent(newState, pData);
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StateEngine();
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// TODO - release software lock here
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}
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}
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// generates an internal event. called from within a state
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// function to transition to a new state
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void StateMachine::InternalEvent(unsigned char newState,
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EventData* pData)
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{
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if (pData == NULL)
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pData = new EventData();
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_pEventData = pData;
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_eventGenerated = true;
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currentState = newState;
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}
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// the state engine executes the state machine states
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void StateMachine::StateEngine(void)
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{
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EventData* pDataTemp = NULL;
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// while events are being generated keep executing states
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while (_eventGenerated) {
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pDataTemp = _pEventData; // copy of event data pointer
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_pEventData = NULL; // event data used up, reset ptr
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_eventGenerated = false; // event used up, reset flag
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assert(currentState < _maxStates);
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// get state map
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const StateStruct* pStateMap = GetStateMap();
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// execute the state passing in event data, if any
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(this->*pStateMap[currentState].pStateFunc)(pDataTemp);
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// if event data was used, then delete it
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if (pDataTemp) {
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delete pDataTemp;
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pDataTemp = NULL;
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}
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}
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}
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// unsigned char getCurrentState()
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// {
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// const StateStruct* pStateMap = GetStateMap();
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// this->*pStateMap[currentState];
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// unsigned char state = StateMachine.currentState;
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// return state;
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// }
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