继续尝试设计MMORPG游戏框架

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#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){}
};  


 

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