#ifndef STATEMACHINE_H
#define STATEMACHINE_H

//------------------------------------------------------------------------
//  Name:   StateMachine.h
//  Desc:   State machine class. Inherit from this class and create some 
//          states to give your agents FSM functionality
//  Author: Mat Buckland 2002 (fup@ai-junkie.com)
//------------------------------------------------------------------------
#include <cassert>
#include <string>

#include "State.h"

template <class entity_type>
class StateMachine
{
private:

  //a pointer to the agent that owns this instance
  entity_type*          m_pOwner;

  State<entity_type>*   m_pCurrentState;
  
  //a record of the last state the agent was in
  State<entity_type>*   m_pPreviousState;

  //this is called every time the FSM is updated
  State<entity_type>*   m_pGlobalState;

public:

  StateMachine(entity_type* owner):m_pOwner(owner),
                                   m_pCurrentState(NULL),
                                   m_pPreviousState(NULL),
                                   m_pGlobalState(NULL)
  {}

  virtual ~StateMachine(){}

  //use these methods to initialize the FSM
  void SetCurrentState(State<entity_type>* s){m_pCurrentState = s;}
  void SetGlobalState(State<entity_type>* s) {m_pGlobalState = s;}
  void SetPreviousState(State<entity_type>* s){m_pPreviousState = s;}
  
  //call this to update the FSM
  void  Update()const
  {	
    //if a global state exists, call its execute method, else do nothing
    if(m_pGlobalState)   m_pGlobalState->Execute(m_pOwner);

    //same for the current state
    if (m_pCurrentState) m_pCurrentState->Execute(m_pOwner);
  }

  //change to a new state
  void  ChangeState(State<entity_type>* pNewState)
  {
     assert(pNewState && 
           "<StateMachine::ChangeState>: trying to change to NULL state");

     //keep a record of the previous state
     m_pPreviousState = m_pCurrentState;

     //call the exit method of the existing state
     if (m_pCurrentState) m_pCurrentState->Exit(m_pOwner);

     //change state to the new state
     m_pCurrentState = pNewState;

     //call the entry method of the new state
     m_pCurrentState->Enter(m_pOwner);
  }

  //change state back to the previous state
  void  RevertToPreviousState()
  {
     ChangeState(m_pPreviousState);
  }

  //returns true if the current state's type is equal to the type of the
  //class passed as a parameter. 
  bool  isInState(const State<entity_type>& st)const
  {
     return typeid(*m_pCurrentState) == typeid(st);
  }

  State<entity_type>*  GetCurrentState()  const{return m_pCurrentState;}
  State<entity_type>*  GetGlobalState()   const{return m_pGlobalState;}
  State<entity_type>*  GetPreviousState() const{return m_pPreviousState;}
};


#endif


