quake4-sdk/source/game/gamesys/State.h
2007-06-15 00:00:00 +00:00

157 lines
4.3 KiB
C++

#ifndef __SYS_STATE_H__
#define __SYS_STATE_H__
typedef enum {
SRESULT_OK, // Call was made successfully
SRESULT_ERROR, // An unrecoverable error occurred
SRESULT_DONE, // Done with current state, move to next
SRESULT_DONE_WAIT, // Done with current state, wait a frame then move to next
SRESULT_WAIT, // Wait a frame and re-run current state
SRESULT_IDLE, // State thread is currently idle (ie. no states)
SRESULT_SETSTAGE, // Sets the current stage of the current state and reruns the state
// NOTE: this has to be the last result becuase the stage is added to
// the result.
SRESULT_SETDELAY = SRESULT_SETSTAGE + 20
} stateResult_t;
#define MAX_STATE_CALLS 50
#define SRESULT_STAGE(x) ((stateResult_t)((int)SRESULT_SETSTAGE + (int)(x)))
#define SRESULT_DELAY(x) ((stateResult_t)((int)SRESULT_SETDELAY + (int)(x)))
struct stateParms_t {
int blendFrames;
int time;
int stage;
void Save( idSaveGame *saveFile ) const;
void Restore( idRestoreGame *saveFile );
};
typedef stateResult_t ( idClass::*stateCallback_t )( const stateParms_t& parms );
template< class Type >
struct rvStateFunc {
const char* name;
stateCallback_t function;
};
/*
================
CLASS_STATES_PROTOTYPE
This macro must be included in the definition of any subclass of idClass that
wishes to have its own custom states. Its prototypes variables used in the process
of managing states.
================
*/
#define CLASS_STATES_PROTOTYPE(nameofclass) \
protected: \
static rvStateFunc<nameofclass> stateCallbacks[]
/*
================
CLASS_STATES_DECLARATION
This macro must be included in the code to properly initialize variables
used in state processing for a idClass dervied class
================
*/
#define CLASS_STATES_DECLARATION(nameofclass) \
rvStateFunc<nameofclass> nameofclass::stateCallbacks[] = {
/*
================
STATE
This macro declares a single state. It must be surrounded by the CLASS_STATES_DECLARATION
and END_CLASS_STATES macros.
================
*/
#define STATE(statename,function) { statename, (stateCallback_t)( &function ) },
/*
================
END_CLASS_STATES
Terminates a state block
================
*/
#define END_CLASS_STATES { NULL, NULL } };
struct stateCall_t {
const rvStateFunc<idClass>* state;
idLinkList<stateCall_t> node;
int flags;
int delay;
stateParms_t parms;
void Save( idSaveGame *saveFile ) const;
void Restore( idRestoreGame *saveFile, const idClass* owner );
};
class idClass;
const int SFLAG_ONCLEAR = BIT(0); // Executes, even if the state queue is cleared
const int SFLAG_ONCLEARONLY = BIT(1); // Executes only if the state queue is cleared
class rvStateThread {
public:
rvStateThread ( void );
~rvStateThread ( void );
void SetName ( const char* name );
void SetOwner ( idClass* owner );
bool Interrupt ( void );
stateResult_t InterruptState ( const char* state, int blendFrames = 0, int delay = 0, int flags = 0 );
stateResult_t PostState ( const char* state, int blendFrames = 0, int delay = 0, int flags = 0 );
stateResult_t SetState ( const char* state, int blendFrames = 0, int delay = 0, int flags = 0 );
stateCall_t* GetState ( void ) const;
bool CurrentStateIs ( const char* name ) const;
stateResult_t Execute ( void );
void Clear ( bool ignoreStateCalls = false );
bool IsIdle ( void ) const;
bool IsExecuting ( void ) const;
void Save( idSaveGame *saveFile ) const;
void Restore( idRestoreGame *saveFile, idClass* owner );
protected:
struct flags {
bool stateCleared :1; // State list was cleared
bool stateInterrupted :1; // State list was interrupted
bool executing :1; // Execute is currently processing states
} fl;
idStr name;
idClass* owner;
idLinkList<stateCall_t> states;
idLinkList<stateCall_t> interrupted;
stateCall_t* insertAfter;
stateResult_t lastResult;
};
ID_INLINE void rvStateThread::SetName ( const char* _name ) {
name = _name;
}
ID_INLINE stateCall_t* rvStateThread::GetState ( void ) const {
return states.Next();
}
ID_INLINE bool rvStateThread::IsIdle ( void ) const {
return !states.Next() && !interrupted.Next();
}
ID_INLINE bool rvStateThread::IsExecuting ( void ) const {
return fl.executing;
}
#endif // __SYS_STATE_H__