#include <iostream>
#include <time.h>
#include "PM.h"
using namespace std;
void main()
{
srand(time(0));
PM::run();
system("pause");
}
/*
* 文件名: 经理
* 创建人: 陈泽丹/Clark
* 创建时间: 20120321
* 文件描述: 负责NPC的使用
*/
#pragma once
#include "NPC.h"
#include "NPC_Interface.h"
class PM
{
public:
static void run();
static void doWord();
private:
template<int s, int e>
class CmdSwitchCase
{
public:
static bool SwitchCase(NPC_Interface<NPC>* _pNPC, int i);
};
template<int v>
class CmdSwitchCase<v, v>
{
public:
static bool SwitchCase(NPC_Interface<NPC>* _pNPC, int i);
};
};
#include "PM.h"
#include "CMD.h"
#include "CMD_SET.h"
#include "Girl_Sword_NPC.h"
#include "HR.h"
template<int s, int e>
bool PM::CmdSwitchCase<s, e>::SwitchCase(NPC_Interface<NPC>* _pNPC, int i)
{
if( i<s || i>=e) return false;
const int POS = (s+e)/2;
if( POS == i)
{
_pNPC->RecvCmd(CMD<POS>());
return true;
}
else if( POS > i){ return CmdSwitchCase<s,POS>::SwitchCase(_pNPC, i); }
else{ return CmdSwitchCase<POS,e>::SwitchCase(_pNPC, i); }
}
template<int v>
bool PM::CmdSwitchCase<v, v>::SwitchCase(NPC_Interface<NPC>* _pNPC, int i)
{
return false;
}
void PM::doWord()
{
for(int i=0; i < HR::g_NPCSet.size(); i++)
{
int iRandCmd = rand()%(G_DEFINE::G_TO_CLIENT_CMD::TO_CLIENT_CMD_END);
CmdSwitchCase<G_TO_CLIENT_CMD::TO_CLIENT_CMD_START, G_TO_CLIENT_CMD::TO_CLIENT_CMD_END>::SwitchCase(HR::g_NPCSet[i], iRandCmd);
}
}
void PM::run(void)
{
Girl_Sword_NPC buildGirl;
buildGirl.Create_Girl_Sword_NPC();
do
{
doWord();
} while (HR.g_NPCSet.size() > 0);
HR::Clear();
}
#pragma once
template<class TMP_NPC>
class State_Interface
{
public:
virtual ~State_Interface(){}
virtual void Execute(TMP_NPC* _pNPC) = 0;
const int STATE_ID;
protected:
State_Interface(const int _STATE_ID):STATE_ID(_STATE_ID){}
};
#pragma once
template<class TMP_NPC>
class NPC_Interface: private TMP_NPC
{
public:
template<class T>
int RecvCmd(T _Cmd){ return _Cmd.Execute( (TMP_NPC*)this ); }
private:
NPC_Interface(const int _UID):TMP_NPC(_UID){}
~NPC_Interface(){}
friend class HR;
};
#pragma once
namespace G_DEFINE
{
struct G_TO_CLIENT_CMD
{
enum
{
//开始指令
TO_CLIENT_CMD_START = 1,
//死亡指令
TO_CLIENT_DIE_ING_CMD = TO_CLIENT_CMD_START,
//移动指令
TO_CLIENT_MOVE_ING_CMD,
//攻击指令
TO_CLIENT_ATTACK_ING_CMD,
TO_CLIENT_ATTACK_ED_CMD,
//火焰术指令
TO_CLIENT_FIRE_MAGIC_ING_CMD,
TO_CLIENT_FIRE_MAGIC_ED_CMD,
//结束指令
TO_CLIENT_CMD_END = TO_CLIENT_FIRE_MAGIC_ED_CMD,
};
};
struct G_GAME_STATE
{
enum
{
//女剑士 -------------------------------
//女剑士_死亡态
GIRL_SWORD_DIE_ING_STATE = 0,
//女剑士_移动态
GIRL_SWORD_MOVE_ING_STATE,
//女剑士_攻击态
GIRL_ATTACK_ING_STATE,
GIRL_ATTACK_ED_STATE,
//女剑士_火焰术态
GIRL_SWORD_FIRE_MAGIC_ING_STATE,
GIRL_SWORD_FIRE_MAGIC_ED_STATE,
};
};
}
enum G_GAME_STATE
{
};
#pragma once
template<class TMP_NPC>
class CMD_Interface
{
public:
virtual ~CMD_Interface(){}
virtual int Execute(TMP_NPC* _pNPC) = 0;
const int CMD_ID;
protected:
CMD_Interface(const int _CMD_ID):CMD_ID(_CMD_ID){}
};
/*
* 文件名: 人力
* 创建人: 陈泽丹/Clark
* 创建时间: 20120321
* 文件描述: 负责NPC的资源管理
*/
#pragma once
#include "NPC.h"
#include "NPC_Interface.h"
#include <vector>
using namespace std;
class HR
{
public:
static vector< NPC_Interface<NPC>* > g_NPCSet;
static NPC_Interface<NPC>* Create_NPC_Interface();
static void DeleteNPC(const int _uID);
static void Clear();
};
#include "HR.h"
vector< NPC_Interface<NPC>* > HR::g_NPCSet;
NPC_Interface<NPC>* HR::Create_NPC_Interface()
{
return new NPC_Interface<NPC>( g_NPCSet.size() );
}
void HR::DeleteNPC(const int _uID)
{
for(int i=0; i<g_NPCSet.size(); i++)
{
if( _uID == g_NPCSet[i]->UID)
{
delete g_NPCSet[i];
g_NPCSet[i] = g_NPCSet[g_NPCSet.size()-1];
g_NPCSet.pop_back();
break;
}
}
}
void HR::Clear()
{
for(int i=0; i<g_NPCSet.size(); i++)
{
delete g_NPCSet[i];
}
g_NPCSet.clear();
}
#pragma once
#include "NPC.h"
#include "NPC_Interface.h"
class NPCBuilder
{//建造者,对客户屏蔽目标的内部生成功能,暂时提供外部的生成选择,过后只提供目标的使用功能的权限。
public:
//创建NPC
void Build_NPC();
void Add_State(int _CMD_ID, State_Interface<NPC>* _pState_Interface);
void Del_State(int _CMD_ID);
//更新NPC数据
void Update_NPC();
private:
NPC_Interface<NPC>* m_pNPC;
};
#include "NPCBuilder.h"
#include "HR.h"
//创建NPC
void NPCBuilder::Build_NPC()
{
m_pNPC = HR::Create_NPC_Interface();
}
void NPCBuilder::Add_State(int _CMD_ID, State_Interface<NPC>* _pState_Interface)
{
NPC* pNPC = (NPC*)m_pNPC;
pNPC->m_dStateSet[_CMD_ID] = _pState_Interface;
}
void NPCBuilder::Del_State(int _CMD_ID)
{
NPC* pNPC = (NPC*)m_pNPC;
pNPC->m_dStateSet[_CMD_ID] = 0;
}
//更新NPC数据
void NPCBuilder::Update_NPC()
{
HR::g_NPCSet.push_back(m_pNPC);
m_pNPC = NULL;
}
#pragma once
#include <map>
#include "State_Interface.h"
using namespace std;
class NPC
{
public:
NPC(const int _UID);
virtual ~NPC(void);
const int UID;
int m_iPosX;
int m_iPosY;
map<int, State_Interface<NPC>* > m_dStateSet;
State_Interface<NPC>* m_pCurState;
private:
friend class NPCBuilder;
};
#include "NPC.h"
NPC::NPC(const int _UID):UID(_UID),m_pCurState(0)
{
m_iPosX = rand()%800;
m_iPosY = rand()%600;
}
NPC::~NPC(void)
{
}
#pragma once
#include "NPC.h"
#include "State_Interface.h"
class NPC;
template<int v>
class State: public State_Interface<NPC>
{
public:
State(const int _STATE_ID): State_Interface<NPC>(_STATE_ID){}
virtual ~State(void){}
};
#pragma once
#include "State.h"
#include "NPC.h"
#include "G_DEFINE.h"
using namespace G_DEFINE;
//女剑士死亡态
template<>
class State<G_DEFINE::G_GAME_STATE::GIRL_SWORD_DIE_ING_STATE>: public State_Interface<NPC>
{
public:
State():State_Interface<NPC>(G_DEFINE::G_GAME_STATE::GIRL_SWORD_DIE_ING_STATE){}
~State();
void Execute(NPC* _pNPC);
};
//女剑士移动态
template<>
class State<G_DEFINE::G_GAME_STATE::GIRL_SWORD_MOVE_ING_STATE>: public State_Interface<NPC>
{
public:
State():State_Interface<NPC>(G_DEFINE::G_GAME_STATE::GIRL_SWORD_MOVE_ING_STATE){}
void Execute(NPC* _pNPC);
};
//女剑士_攻击态
template<>
class State<G_DEFINE::G_GAME_STATE::GIRL_ATTACK_ING_STATE>: public State_Interface<NPC>
{
public:
State():State_Interface<NPC>(G_DEFINE::G_GAME_STATE::GIRL_ATTACK_ING_STATE){}
void Execute(NPC* _pNPC);
};
template<>
class State<G_DEFINE::G_GAME_STATE::GIRL_ATTACK_ED_STATE>: public State_Interface<NPC>
{
public:
State():State_Interface<NPC>(G_DEFINE::G_GAME_STATE::GIRL_ATTACK_ED_STATE){}
void Execute(NPC* _pNPC);
};
//女剑士_火焰术态
template<>
class State<G_DEFINE::G_GAME_STATE::GIRL_SWORD_FIRE_MAGIC_ING_STATE>: public State_Interface<NPC>
{
public:
State():State_Interface<NPC>(G_DEFINE::G_GAME_STATE::GIRL_SWORD_FIRE_MAGIC_ING_STATE){}
void Execute(NPC* _pNPC);
};
template<>
class State<G_DEFINE::G_GAME_STATE::GIRL_SWORD_FIRE_MAGIC_ED_STATE>: public State_Interface<NPC>
{
public:
State():State_Interface<NPC>(G_DEFINE::G_GAME_STATE::GIRL_SWORD_FIRE_MAGIC_ED_STATE){}
void Execute(NPC* _pNPC);
};
#include "Girl_Sword_State.h"
#include "HR.h"
#include <iostream>
using namespace std;
//女剑士死亡态
State<G_DEFINE::G_GAME_STATE::GIRL_SWORD_DIE_ING_STATE>::~State()
{
cout<<"女剑士死亡态进行析构!"<<endl;
}
void State<G_DEFINE::G_GAME_STATE::GIRL_SWORD_DIE_ING_STATE>::Execute(NPC* _pNPC)
{
cout<<"run -> 女剑士死亡态"<<endl;
HR::DeleteNPC(_pNPC->UID);
}
//女剑士移动态
void State<G_DEFINE::G_GAME_STATE::GIRL_SWORD_MOVE_ING_STATE>::Execute(NPC* _pNPC)
{
cout<<"run -> 女剑士移动态"<<endl;
}
//女剑士_攻击态
void State<G_DEFINE::G_GAME_STATE::GIRL_ATTACK_ING_STATE>::Execute(NPC* _pNPC)
{
cout<<"run -> 女剑士进行攻击"<<endl;
}
void State<G_DEFINE::G_GAME_STATE::GIRL_ATTACK_ED_STATE>::Execute(NPC* _pNPC)
{
cout<<"run -> 女剑士被攻击"<<endl;
}
//女剑士_火焰术态
void State<G_DEFINE::G_GAME_STATE::GIRL_SWORD_FIRE_MAGIC_ING_STATE>::Execute(NPC* _pNPC)
{
cout<<"run -> 女剑士施放火焰术"<<endl;
}
void State<G_DEFINE::G_GAME_STATE::GIRL_SWORD_FIRE_MAGIC_ED_STATE>::Execute(NPC* _pNPC)
{
cout<<"run -> 女剑士受到火焰术"<<endl;
}
#include "NPCBuilder.h"
#include "Girl_Sword_State.h"
#include "G_DEFINE.h"
#include "State.h"
#include "Girl_Sword_State.h"
using namespace G_DEFINE;
//女剑士_NPC
class Girl_Sword_NPC
{
public:
static void Create_Girl_Sword_NPC()
{
NPCBuilder builder;
builder.Build_NPC();
builder.Add_State(G_DEFINE::G_TO_CLIENT_CMD::TO_CLIENT_DIE_ING_CMD, new State<G_DEFINE::G_GAME_STATE::GIRL_SWORD_DIE_ING_STATE>);
builder.Add_State(G_DEFINE::G_TO_CLIENT_CMD::TO_CLIENT_MOVE_ING_CMD, new State<G_DEFINE::G_GAME_STATE::GIRL_SWORD_MOVE_ING_STATE>);
builder.Add_State(G_DEFINE::G_TO_CLIENT_CMD::TO_CLIENT_ATTACK_ING_CMD, new State<G_DEFINE::G_GAME_STATE::GIRL_ATTACK_ING_STATE>);
builder.Add_State(G_DEFINE::G_TO_CLIENT_CMD::TO_CLIENT_ATTACK_ED_CMD, new State<G_DEFINE::G_GAME_STATE::GIRL_ATTACK_ED_STATE>);
builder.Add_State(G_DEFINE::G_TO_CLIENT_CMD::TO_CLIENT_FIRE_MAGIC_ING_CMD, new State<G_DEFINE::G_GAME_STATE::GIRL_SWORD_FIRE_MAGIC_ING_STATE>);
builder.Add_State(G_DEFINE::G_TO_CLIENT_CMD::TO_CLIENT_FIRE_MAGIC_ED_CMD, new State<G_DEFINE::G_GAME_STATE::GIRL_SWORD_FIRE_MAGIC_ED_STATE>);
builder.Update_NPC();
}
};
#pragma once
#include "CMD.h"
#include "NPC.h"
#include "G_DEFINE.h"
using namespace G_DEFINE;
//死亡指令
template<>
class CMD<G_TO_CLIENT_CMD::TO_CLIENT_DIE_ING_CMD>: public CMD_Interface<NPC>
{
public:
CMD():CMD_Interface<NPC>(G_TO_CLIENT_CMD::TO_CLIENT_DIE_ING_CMD){}
~CMD();
virtual int Execute(NPC* _pNPC);
};
//移动指令
template<>
class CMD<G_TO_CLIENT_CMD::TO_CLIENT_MOVE_ING_CMD>: public CMD_Interface<NPC>
{
public:
CMD():CMD_Interface<NPC>(G_TO_CLIENT_CMD::TO_CLIENT_MOVE_ING_CMD){}
virtual int Execute(NPC* _pNPC);
};
//攻击指令
template<>
class CMD<G_TO_CLIENT_CMD::TO_CLIENT_ATTACK_ING_CMD>: public CMD_Interface<NPC>
{
public:
CMD():CMD_Interface<NPC>(G_TO_CLIENT_CMD::TO_CLIENT_ATTACK_ING_CMD){}
virtual int Execute(NPC* _pNPC);
};
template<>
class CMD<G_TO_CLIENT_CMD::TO_CLIENT_ATTACK_ED_CMD>: public CMD_Interface<NPC>
{
public:
CMD():CMD_Interface<NPC>(G_TO_CLIENT_CMD::TO_CLIENT_ATTACK_ED_CMD){}
virtual int Execute(NPC* _pNPC);
};
//火焰术指令
template<>
class CMD<G_TO_CLIENT_CMD::TO_CLIENT_FIRE_MAGIC_ING_CMD>: public CMD_Interface<NPC>
{
public:
CMD():CMD_Interface<NPC>(G_TO_CLIENT_CMD::TO_CLIENT_FIRE_MAGIC_ING_CMD){}
virtual int Execute(NPC* _pNPC);
};
template<>
class CMD<G_TO_CLIENT_CMD::TO_CLIENT_FIRE_MAGIC_ED_CMD>: public CMD_Interface<NPC>
{
public:
CMD():CMD_Interface<NPC>(G_TO_CLIENT_CMD::TO_CLIENT_FIRE_MAGIC_ED_CMD){}
virtual int Execute(NPC* _pNPC);
};
#include "CMD_SET.h"
#include <iostream>
#include "NPC.h"
#include "State_Interface.h"
using namespace std;
//死亡指令
CMD<G_TO_CLIENT_CMD::TO_CLIENT_DIE_ING_CMD>::~CMD()
{
cout<<"死亡指令指令进行析构!"<<endl;
}
int CMD<G_TO_CLIENT_CMD::TO_CLIENT_DIE_ING_CMD>::Execute(NPC* _pNPC)
{
_pNPC->m_pCurState = _pNPC->m_dStateSet[this->CMD_ID];
_pNPC->m_pCurState->Execute(_pNPC);
return 0;
}
//移动指令
int CMD<G_TO_CLIENT_CMD::TO_CLIENT_MOVE_ING_CMD>::Execute(NPC* _pNPC)
{
_pNPC->m_pCurState = _pNPC->m_dStateSet[this->CMD_ID];
_pNPC->m_pCurState->Execute(_pNPC);
return 0;
}
//攻击指令
int CMD<G_TO_CLIENT_CMD::TO_CLIENT_ATTACK_ING_CMD>::Execute(NPC* _pNPC)
{
_pNPC->m_pCurState = _pNPC->m_dStateSet[this->CMD_ID];
_pNPC->m_pCurState->Execute(_pNPC);
return 0;
}
int CMD<G_TO_CLIENT_CMD::TO_CLIENT_ATTACK_ED_CMD>::Execute(NPC* _pNPC)
{
_pNPC->m_pCurState = _pNPC->m_dStateSet[this->CMD_ID];
_pNPC->m_pCurState->Execute(_pNPC);
return 0;
}
//火焰术指令
int CMD<G_TO_CLIENT_CMD::TO_CLIENT_FIRE_MAGIC_ING_CMD>::Execute(NPC* _pNPC)
{
_pNPC->m_pCurState = _pNPC->m_dStateSet[this->CMD_ID];
_pNPC->m_pCurState->Execute(_pNPC);
return 0;
}
int CMD<G_TO_CLIENT_CMD::TO_CLIENT_FIRE_MAGIC_ED_CMD>::Execute(NPC* _pNPC)
{
_pNPC->m_pCurState = _pNPC->m_dStateSet[this->CMD_ID];
_pNPC->m_pCurState->Execute(_pNPC);
return 0;
}
#pragma once
#include "NPC.h"
#include "CMD_Interface.h"
class NPC;
template<int v>
class CMD: public CMD_Interface<NPC>
{
public:
CMD(const int _CMD_ID): CMD_Interface<NPC>(_CMD_ID){}
virtual ~CMD(void){}
};