📄 statemch.cpp
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/* Copyright (C) Steve Rabin, 2001.
* All rights reserved worldwide.
*
* This software is provided "as is" without express or implied
* warranties. You may freely copy and compile this source into
* applications you distribute provided that the copyright text
* below is included in the resulting source code, for example:
* "Portions Copyright (C) Steve Rabin, 2001"
*/
#include "statemch.h"
#include "msgroute.h"
#include "global.h"
StateMachine::StateMachine( GameObject * object )
{
m_Owner = object;
m_currentState = 0;
m_stateChange = false;
m_nextState = false;
m_timeOnEnter = 0.0f;
m_ccMessagesToGameObject = 0;
}
void StateMachine::Initialize( void )
{
Process( EVENT_Enter, 0 );
}
void StateMachine::Update( void )
{
Process( EVENT_Update, 0 );
}
void StateMachine::Process( StateMachineEvent event, MSG_Object * msg )
{
if( event == EVENT_Message && msg && GetCCReceiver() > 0 )
{ // CC this message
SendMsg( msg->GetMsgName(), GetCCReceiver() );
}
if( States( event, msg, m_currentState ) == false )
{ // Current state didn't handle msg, try Global state (-1)
States( event, msg, -1 );
}
// Check for a state change
int safetyCount = 50;
while( m_stateChange && (--safetyCount >= 0) )
{
assert( safetyCount > 0 && "StateMachine::Process - States are flip-flopping in an infinite loop." );
m_stateChange = false;
// Let the last state clean-up
States( EVENT_Exit, 0, m_currentState );
// Set the new state
m_currentState = m_nextState;
// Remember the time we entered this state
m_timeOnEnter = g_time.GetCurTime();
// Let the new state initialize
States( EVENT_Enter, 0, m_currentState );
}
}
void StateMachine::SetState( unsigned int newState )
{
m_stateChange = true;
m_nextState = newState;
}
void StateMachine::SendMsg( MSG_Name name, objectID receiver )
{
g_msgroute.SendMsg( 0, name, receiver, m_Owner->GetID(), -1 );
}
void StateMachine::SendDelayedMsg( float delay, MSG_Name name, objectID receiver )
{
g_msgroute.SendMsg( delay, name, receiver, m_Owner->GetID(), -1 );
}
void StateMachine::SendDelayedMsgToMe( float delay, MSG_Name name, MSG_Scope scope )
{
if( scope == SCOPE_TO_THIS_STATE ) {
g_msgroute.SendMsg( delay, name, m_Owner->GetID(), m_Owner->GetID(), m_currentState );
}
else {
g_msgroute.SendMsg( delay, name, m_Owner->GetID(), m_Owner->GetID(), -1 );
}
}
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