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📄 fsmclass.cpp

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/* Copyright (C) Eric Dybsand, 2000.  * All rights reserved worldwide. * * This software is provided "as is" without express or implied * warranties. You may freely copy and compile this source into * applications you distribute provided that the copyright text * below is included in the resulting source code, for example: * "Portions Copyright (C) Eric Dybsand, 2000" */// FSMclass.cpp: implementation of the FSMclass class.  Unoptimized////////////////////////////////////////////////////////////////////////#include "stdafx.h"#include "GameGems.h"#include "FSMclass.h"#include "FSMstate.h"#ifdef _DEBUG#undef THIS_FILEstatic char THIS_FILE[]=__FILE__;#define new DEBUG_NEW#endif//////////////////////////////////////////////////////////////////////// StateTransition() - perform a state transition based on input value// passed and the current state, and return m_iCurrentState if there // is no matching output state for the input value, or 0 if there is// some type of problem (like the current state not found)//////////////////////////////////////////////////////////////////////int FSMclass::StateTransition( int iInput ){	// the current state of the FSM must be set to have a transition	if( !m_iCurrentState )		return m_iCurrentState;	// get the pointer to the FSMstate object that is the current state	FSMstate *pState = GetState( m_iCurrentState );	if( pState == NULL )	{		// signal that there is a problem		m_iCurrentState = 0;		return m_iCurrentState;	}	// now pass along the input transition value and let the FSMstate	// do the really tough job of transitioning for the FSM, and save	// off the output state returned as the new current state of the	// FSM and return the output state to the calling process	m_iCurrentState = pState->GetOutput( iInput );	return m_iCurrentState;}//////////////////////////////////////////////////////////////////////// GetState() - return the FSMstate object pointer referred to by the// state ID passed//////////////////////////////////////////////////////////////////////FSMstate *FSMclass::GetState( int iStateID ){	FSMstate *pState = NULL;	State_Map::iterator it;	// try to find this FSMstate in the map	if( !m_map.empty() )	{		it = m_map.find( iStateID );		if( it != m_map.end() )			pState = (FSMstate *)((*it).second);	}	return( pState );}//////////////////////////////////////////////////////////////////////// AddState() - add a FSMstate object pointer to the map//////////////////////////////////////////////////////////////////////void FSMclass::AddState( FSMstate *pNewState ){	FSMstate *pState = NULL;	State_Map::iterator it;	// try to find this FSMstate in the map	if( !m_map.empty() )	{		it = m_map.find( pNewState->GetID() );		if( it != m_map.end() )			pState = (FSMstate *)((*it).second);	}	// if the FSMstate object pointer is already in the map, return	if( pState != NULL )		return;	// otherwise put the FSMstate object pointer into the map	m_map.insert( SM_VT(pNewState->GetID(), pNewState) );}//////////////////////////////////////////////////////////////////////// DeleteState() - delete a FSMstate object pointer from the map//////////////////////////////////////////////////////////////////////void FSMclass::DeleteState( int iStateID ){	FSMstate *pState = NULL;	State_Map::iterator it;	// try to find this FSMstate in the map	if( !m_map.empty() )	{		// get the iterator object of the FSMstate object pointer		it = m_map.find( iStateID );		if( it != m_map.end() )			pState = (FSMstate *)((*it).second);	}	// confirm that the FSMstate is in the map	if( pState != NULL &&		pState->GetID() == iStateID )	{		m_map.erase( it );	// remove it from the map		delete pState;		// delete the object itself	}}//////////////////////////////////////////////////////////////////////// FSMclass() - Construction method//////////////////////////////////////////////////////////////////////FSMclass::FSMclass( int iStateID ){	m_iCurrentState = iStateID;}//////////////////////////////////////////////////////////////////////// ~FSMclass() - Destruction method//////////////////////////////////////////////////////////////////////FSMclass::~FSMclass(){	FSMstate *pState = NULL;	State_Map::iterator it;	// only perform this if there are pointers in the map	if( !m_map.empty() )	{		// first delete any FSMstate objects in the map		for( it = m_map.begin(); it != m_map.end(); ++it )		{			pState = (FSMstate *)((*it).second);			if( pState != NULL )				delete pState;		}		// let the map dtor() erase the actual pointer out of the map	}}// end of FSMclass.cpp

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