//----------------------------------------------------------------------------- // Verve // Copyright (C) 2014 - Violent Tulip // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _VT_VACTORPHYSICSSTATES_H_ #define _VT_VACTORPHYSICSSTATES_H_ #ifndef _VT_VACTORSTATETABLE_H_ #include "VActorStateTable.h" #endif #ifndef _TSINGLETON_H_ #include "core/util/tSingleton.h" #endif //----------------------------------------------------------------------------- struct Move; //----------------------------------------------------------------------------- class VActorPhysicsState : public VActorState { public: virtual void exit( VActor *pObject ) {}; virtual void processTick( VActor *pObject, const F32 &pElapsedTime, const Move *pMove ) = 0; }; //----------------------------------------------------------------------------- #define DeclareActorPhysicsState( name ) \ class VActor##name##PhysicsState : public VActorPhysicsState \ { \ public: \ void enter( VActor *pObject ); \ bool execute( VActor *pObject ); \ void processTick( VActor *pObject, const F32 &pElapsedTime, const Move *pMove ); \ } #define ActorPhysicsStateInstance( name ) \ Singleton::instance() #define ImplementActorPhysicsState( name, state ) \ void VActor##name##PhysicsState::enter( VActor *pObject ) { pObject->getPhysicsController()->setPhysicsState( state ); } #define ExecuteActorPhysicsState( name ) \ bool VActor##name##PhysicsState::execute( VActor *pObject ) #define ProcessActorPhysicsState( name ) \ void VActor##name##PhysicsState::processTick( VActor *pObject, const F32 &pElapsedTime, const Move *pMove ) //----------------------------------------------------------------------------- #endif // _VT_VACTORPHYSICSSTATES_H_